Using his grimoire, Luminous can pull up a full proper minimap, showing the location of allies, enemy and the likes, and any possible places with a sub quest, special items, and what not!
Spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use A Grimoire/book to activate this Effect. 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. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same area more than once per day.
Jeremy Soap's skin begins to secrete a thin layer of soapy fluid, allowing him to create bubbles without a bubble wand. This layer also hardens in response to potential damage to function as armour in the same manner as Jeremy's bubbles harden when controlled.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
lornn lifts his mighty hammer axe and hits the target as with each hit ghosts flow up screaming before they explode and then shortly explode after before it gets fixed
Spend 1 Action. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. You must actively and obviously use hammer/axe to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. More than half the target object must be present in order to begin repairs. Roll Brawn + Crafts at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see ghosts flying up screaming before they explode as he smash the broken thing.
Possession of this Power grants the following Battle Scar: weak stomach.
The people observing will see an object distort into existence, like the bitch from harry potter.
Spend a Quick Action to activate.
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 firearms in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 15 of them at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Possession of this Power grants the following Battle Scar: large brand on pectoral region (soft spot).
Possession of this Power grants the following Trauma at all times: you must roll self control to NOT jump in front of a speeding (potentially lethal) object that would potentially hit someone in direct line of fire.
Attacks that are recieved from underlings will seem brutal but the injuries are conveniently non-severe. The grunt will suffer a quick (and awesome) retaliation.
Peso's addiction leads him to be very aware of his own mortality. But thanks to him studying action movies he has mastered the art of the plot armor.
You gain the following benefits as long as the attacker isn't important enough to have a name.
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 total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
O carisma mítico não tem grandes impactos visuais, mas as pessoas se pegam olhando para o personagem quando não estão olhando para nada em particular e ele atrai naturalmente os olhares desatentos.
You gain the following benefits at all times.
Your Charisma rating is increased by 3. 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).
Possession of this Power grants the following Trauma at all times: Vengeful.
You also gain the following effects:
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 45 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
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.
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.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is considered a Free Action.
You also gain the following effects:
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.