kanni's systems finally finish configuring themselves, protecting itself from organic diseases.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
As long as Lazarus is focused and looks presentable enough, Nobody can manipulated hearts like he can.
You gain the following benefits as long as are in decent clothes and you are not stressed.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Rosolio's eyes grow a temporary fiery orange and his opponent is altered akin to the severities listed below.
Exert your Mind and Spend an Action. Select a Living target within 20 feet. Roll Dexterity + Athletics at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
Grabbing into the target, Crane nanite factory spreads within the object. Even if solid, they will dig molecular holes within the object and take it over. Though separate, they are still connected to the main nanite factory on crane and can send data back to him.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use Nanite Factory to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
Possession of this Power grants the following Trauma at all times: Achluophobia.
The Craftsman enters a state of focus, showing no emotion as sweat beads down their body. The Craftsman holographically creates an anvil or forge (depending on the size of the object) and starts tinkering with metal. Only the craftsman can hear the sounds of clashing and clanging.
The Craftsman's arms move with uncanny speed, as if robotic limbs scripted to perform.
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must actively and obviously use A metalworking tool (EX: Hammer, Pliers) to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You can create explosives, but they are limited in size to being no larger or more powerful than a satchel charge. You cannot create firearms.
Roll Dexterity + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The uncanny robotic nature of limbs working pristinely.
Possession of this Power grants the following Battle Scar: burn scars across the arms.
Possession of this Power grants the following Trauma at all times: Compulsive honesty: You cannot lie.
After clearing out his throat a bit, Morgan is free to command wild beasts as he sees fit. Test subject compliance must be maintained after all, now with a few words he can shut down all dissent.
The second step on the path of creating the perfect being. If he’s to provide proper testing and augmentation, his subject must be sensible enough to work alongside him.
Exert your Mind and spend an Action. Select a Creature within 300 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 300 feet when the command is given.
Your commands can be complex and multi-layered, though they must still be specific. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.
If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.