Fire flows through Russ' blood it is what calls him to create, it is what calls him to the forge but before this was potential that had yet to be realized now though it has been granted form. Causing Russ and the Items that he creates are imbued with a small amount of 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 small 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 and 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, 10:25 a.m. - Revision Cost: 1. Added Enhancement: Finesse, Added Drawback: Maddening
The gun shines a dim yellow. It's time to run.
Exert your Mind and spend a Free Action. You must actively and obviously use Crescendo Personal Orchestra to activate this Effect.
Lasts 3 Rounds. Whenever you use your Movement, after all other calculations, the distance you may travel is quadrupled.
If you go a round without using your Movement, you immediately collapse and must remain immobile and resting for the same duration of time you previously spent moving.
The new race is programmed to not feel pain, and always be focused. Jacko, unfortunately forgets this programming, and has to struggle a little to turn it back on.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
Lilith smiles kindly at the new member of her Family. Piercing both of her own and her partner’s palm, she interlocks their fingers into hers. On the Family Member’s palm appears a small blister that quickly callouses over and disappears beneath their skin
Should the Family Member decide to remove the Mark, they will find that they must dig deep underneath their flesh, and will pull out a veiny, arm-length clot of solidified blood… followed quickly by a liter of their own essence.
Exert your Mind and spend two Actions performing the following ritual: Link hands with the target and share blood from an incision made in the palm. Select a Animate target within arm's reach. You must use up 1 Liter of Blood in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. The target may Resist.
Your target is marked with blood blister just underneath the skin.. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 8 marks active.
You receive +2 dice to any rolls made against a marked target.
Marked targets leave a trail wherever they go that is visible only to you and those you teach to see it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
Time acts in funny ways at times, but the caveman has learned how to manipulate one particular nicety thanks to his extensive experience with bonds. Namely, with all these new-fangled doors, keys, and various other means of shutting powerful people away from the world, it all exists either at a state of open or unopened, but when you look at it through the lens of someone who exists partly out of time. The moment where it was opened always exists, and the caveman can restore it to that state with a little focus by reconnecting that object to that moment. Ensuring that never again will he be bound by restraints or blocked by a door.
Spend an Action. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets. You must actively and obviously use A timepiece to activate this Effect.
You may lock, unlock, and/or open your target.
Small, spikey, "bladderlike" green creatures similar to a Koosh ball are expelled from Benny's outstretched hand. Laching onto and burrowing into anyone they come in contact with causing excruciating pain.
Spend an Action. Select a target within arm's reach. You must actively and obviously use Strange Symbol to activate this Effect. Roll Charisma + Occult 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 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
This Gift's Cost is capped at 2 and cannot be increased further.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying: