He smirks with a sense of self importance
You gain the following benefits at all times. You must actively and obviously be using Robotic arms to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Jumping through the shadows allows Jules to move in ways that were once difficult
Exert your Mind (unless night/shadows) and spend 2 rounds to activate. Select a Location within your line of sight.
You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.
The power can be noticed due to the continued hand-rubbing that needs to be done by the individual casting it at the time that he speaks to the target actively. During this casting, the target's deepest, and most manipulable secrets (personal emotional weakpoints, hidden repressed desires, etc) become present in the target's mind as a book to be read.
Spend a minute to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question in order to gather any information. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
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.
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.
When something tries to move or hold down S0L against their will, this protocol will activate. The area in a 10 ft radius around them starts crackling and after one round, every last bit of static electricity gathered will be unloaded into anyone and anything still in the area.
On S0L's side, the moment they get grappled they start instinctively noticing every bit of leftover electricity from hardware around them and start pulling it in for this defense.
This Effect activates whenever you are being grappled. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. The area within 10 feet of you immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Perception + Technology at Difficulty 6.
If the Outcome is positive, your blast hits everything within 10 feet of you with Damage equal to your Outcome + 2. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
Eros now starting fix his body gaining his power back
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your body is adapted to Alertness. You receive +3 dice on non-attack rolls related to Alertness.
The Severity of any Injury caused by Divine magic or dmg is increased by 2.
Queen Shimizu raises her staff and then slams the tip into the ground her mana expands from the tip.
Increase your sacrificial Injury's Severity by 1 and spend 2 Actions. Investigate an area with a radius of up to 500 feet You must actively and obviously use staff, wand, stave. to activate this Effect. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
You may only use this Effect once per day.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same area more than once per day.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
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.
You may choose to equip any equipment you withdraw at no additional cost.