Pulling out a sandwich he devours it, no sooner empowering them with a buff from his own world. This skill displays itself with floating text above his head saying "Unstoppable" for a bit of time, no longer abiding by the rules or regular movement as he goes where he wishes.
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Unstoppable: On activation this skill allows him to run up trees, walls, and swim incredibly quickly, while also ignoring his natural encumbrance.
Exert your Mind and spend two Actions performing the following ritual: he takes the time to eat a sandwich. You must use up a sandwich in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.
J's eyes turn blue as he starts interacting with the computer, as he touches the machine and electricity sparks around where his hand makes contact.
Exert your Mind and spend 2 Actions. Select a Computer within 20 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
A moment of concentration passes, and Don becomes deeply uninteresting to those around him. When he talks, it's just another indistinct voice in the crowd. When he walks, it's just a random stranger moving on. Anyone who meets eyes with Don would barely remember seeing him, and would likely forget about him the moment they look elsewhere.
Exert your Mind and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Sliding into narrow alleys, slipping into ventilation shafts and crawling about, hiding in plain sight.. all important skills for any exceptional cat burglar. You've gotta be quick if you don't wanna get spotted, in and out as they say.
You gain the following benefits at all times.
Your Dexterity rating is increased by 0. 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).
You also gain the following effects:
From putting his workers on the line and to his commandeering attitude he is still a charming fellow in some manner, demanding his name to be called, he is to be called the devil in a manner as the way of how sly he may be but how ruthless he is to his employees, all marked down by the tattoo on his back to represent it all.
You gain the following benefits as long as you have your An Oni tattoo on the back.
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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
"The thug charged at him with a broken bottle at hand,however he was too drunk to keep his balance and fell face first to the floor.
Without any delay the surgeon dashed at him an sliced the thug's hand clean of his arm,as the thug winced and rolled in shock.
The surgeon calmly walked away after picking the thug hand and said: I believe I can make this into a good transplant! "
You gain the following benefits as long as you are engaged in combat with surgical equipment(scalpels/bone saws etc).
+2 dice to all rolls with surgical equipment(scalpels/bone saws etc). You may Defend against firearm attacks from any range using surgical equipment(scalpels/bone saws etc).
You also gain the following effects:
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 target within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
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.
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.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses, at a -2 penalty to all Actions while doing so. If your original body is touched, you get a Perception check to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
This Gift's Cost is capped at 2 and cannot be increased further.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.