Russ' time spent preparing for the journey out west mainly focused on him creating and making everything that he could, from his tools to his duster. This process of creation caused him to unknowingly give praise to the Roman god of Fire Vulcan. As such Russ and the Items that he creates are imbued with a small amount of the god's fire causing the items that he creates to be warm to the touch. When Russ swings an item that he has created and makes contact with something a number of sparks fly out as though he struck hot metal and as that heat is transferred from Russ to the tool and then the target a much greater force is applied to the target than should be possible and the target flies back in a burst of sparks. This continuous cycle of heat and fire between Russ and his tools has left him with a bond to the tools he has created as items outside of that feel cold to the touch as to Russ it feels like he grows weaker the longer he is using items not created by his hand.
You gain the following benefits as long as you are engaged in combat with Items made by oneself.
+2 dice to all rolls with Items made by oneself. You may Defend against firearm attacks from any range using Items made by oneself.
Possession of this Power grants the following Trauma at all times: Compulsion to use Items made by You.
You also gain the following effects:
Sept. 30, 2024, 12:25 p.m. - Revision Cost: 1. Added Enhancement: Finesse, Added Drawback: Maddening
On a whim Ricter requests something, and from the open space around him, a weasel-like creature known as a kamaitachi appears in a small swirl of air holding the item before handing it to him, then slowly fading out in a swirl of air seconds later.
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"Today I woke up with a small weasel on my chest, and it wasn't just Kazarisu it was another Kamaitachi but brown and cream colored. After some introductions, she told me she had no name and had only been realized in the world. She mentioned she could 'feel' my power as if I radiated an attractive breeze, so she flew straight to me."
"She held no name, so I named her Saifu meaning 'wallet' or 'purse as she's been shown to whisk away items to some unknown wind pocket whenever she likes. She's even grown to just giving me things I've requested be held in her care, thinking it was the best way to repay me for letting her stay here."
"It's been about two months now, and I, Kazarisu, and Saifu have grown close. So much so that Saifu's started addressing me as 'father', and given that I see Kazarisu as my son, it's just a cute reminder that I have much more than myself to care for. I have a family now, and I'll do what I can to ensure their safety."
Spend an Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
Ringo uses his cells and solidifies them to form a jet black reddish blade-like tendril, wrapping it around his arm and using the high density of the tendril as either a sword or a hammer for combat.
Exert your Mind and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a hammer and sword.
Your extra appendage can stretch to reach an additional 30 feet.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a bladed flesh-like tendril coming out from the back of your shoulder.
Your Extra Appendage is incapable of fine object manipulation.
When Jethro is in great danger of perishing, the writers of the show create some absurd circumstances that allow for Jethro to survive.
Exert your Mind and spend an Action. Select a target within 45 feet. This Effect cannot be used unless Jethro is about to be killed by the target. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
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You gain the following benefits at all times.
You are permanently and visibly transformed: his skin becomes a pale, almost grey tone, also gaining retracted lips, long nails, and a hairier body. You are considered to be a Sapient, Living being when targeted..
Your body is adapted to Climbing. You receive +3 dice on non-attack rolls related to Climbing.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
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.
You cannot speak any coherent verbal language and must resort to other means of communication.
Spending so much time in the Alaskan woods has altered Chuck's body to be more in-tune with the hostile environment there.
You gain the following benefits at all times.
You are permanently and visibly transformed: 6'7" muscular man, always unnaturally cold to the touch. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Possession of this Power grants the following Trauma at all times: Country Bumpkin - You are anachronistic (You must roll Self Control to meaningfully interact with, depend on, or otherwise benefit from, facets of "modern" society).
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat 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 cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.