Doors identify me as the protagonist of the story and provide plot convenience upon request.
Exert your Mind and spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet.
You may lock, unlock, and/or open your target.
As it is known, amongst frat brows are the exeptionally average frat bro whose severe frat bro frattiness causes their enfratted muscles to become bonded like true bros and thus becoming more compact. In the end increasing strength and defence through sheer frat bro induced muscle density.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
You have a particularly keen 'sixth sense' for detecting movement nearby. Technically, it's a semi-vestigial proto-organ running parallel to your cheekbones, from your nose to your ears, which picks up minute changes in air pressure and faint electrical signals, but why would *you* know that?
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Battle Scar: Eerily Aware - *How do you know where they aaarreee?* Except for when you're trying to creep people out, you make all in-person Social rolls at +1 difficulty. The Beautiful asset is repressed while you have this scar.
A green and black energy flows from your hands to your target
Exert your Mind (unless you win a coin flip), spend an Action, and specify a single event, circumstance, or phrase that will end this Effect. Select a Dead target within arm's reach with at least half its skeletal structure remaining.
Your target rises as a Living being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts until the selected event occurs or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may end this Effect prematurely as a Free Action.
Fortuna's Eyes briefly flash, showing slot machine signs, then the person she looked at becomes obviously more clumsy and unlucky. The longer they stay near her, the unluckier they get.
Spend an Action. Select a Living target within 25 feet. Roll Charisma + Thievery at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by going a distance of a mile from Fortuna.
This Effect is not obvious, and the only sign you are using an Effect is Flashing Eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
The user has the form of a bipedal multi-limbed wolfoid machine construct with a stance, gait and build similar to a large werewolf, the primary set of arms end in hands with massive claw-like blades and the secondary set of notably smaller and weaker arms are completely dedicated to object manipulation. There is a small low-power lightning gun mounted in the mouth intended for disabling targets at short range.
This frame has some minor modularity to it and may accept some small, temporary modifications to it.
The Mars class warhound was designed to rapidly close distance and engage targets in melee combat yet still possess some combat capability at close to short range, their greatest defence was their speed and ability to evade attacks unlike their much larger and slower Jupiter class counterparts. A common tactic of the Mars warhound was to attack in groups of two or more, some disabling the target while the others attacked relentlessly.
You gain the following benefits at all times.
You are permanently and visibly transformed: Machine warhound. You are considered to be a Sapient, Non-Living Computer when targeted..
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You may make a +2 Weapon Damage Shock maw (Handgun) and Rending claws (Great sword) attack without additional equipment.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.