Charles looks at his targets, eyeing them precariously before he waves his hand, his glove a glint of purple as he snaps, and everyone he didn't point at, gets sent flying as his TK is channeled to its max and uses the glove as a proxy to force push everyone.
Exert your Mind and spend an Action. Select a Object or Animate target up to 200 feet away. This Effect cannot be used unless Telekinesis is activated. You must actively and obviously use A Glove to activate this Effect.
Targets are pushed back until they are 200 feet away.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may select up to 3 targets each time you activate this Effect.
Targets that move and collide with a solid surface take 5 Damage.
Possession of this Power grants the following Trauma at all times: Paranoia.
Through a bizarre ritual, Lorenzo can rent an improved version of an item. He must set $10,000 worth of cash on fire, and place the item to be upgraded in the fire as well. It will quickly burn, and will send rainbow-colored sparks up into the sky. After a short time, the new, upgraded version of the item will be delivered in the form of a metal capsule that falls out of the sky and lands near you.
Exert your Mind and spend a minute to activate. Select a non-Alien Device within arm's reach. This Effect cannot be used unless you have sky access. You must use up $10000 cash (or equivalent currency) in order to activate this Effect. Cannot be used to improve Armor.
For the next day, your target receives 2 extra dice to all actions taken with its intended use.
Flesh rips and tears, parting with bare handed ferocity as the limbs or flesh are pulled apart and messily slammed in place. The recipient is whole and unscarred once the blood is wiped away. (Mind damage is a psychological effect from horror of being torn apart, and the recovery is due to the brief euphoria of rapidly healing an injury.)
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll Brawn+Melee at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the user rip flesh from one target and slam it into the wounds of another.
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.
With ever swing, Slade's tools spark and echo with the earth itself. He carves through rock as if he was a part of the earth itself, and in combat the might of the Earth is with him.
You gain the following benefits as long as you are engaged in combat with Mining tools.
+2 dice to all rolls with Mining tools. You may Defend against firearm attacks from any range using Mining tools.
You also gain the following effects:
As Grognar sharpens his axe, a soft golden glow spreads across the blade, pulsing with a steady rhythm, like the beating of a heart. Ghostly figures of Viking warriors appear in the air around him, their spectral forms standing proud and unbowed. They chant in low, resonant voices, their words carried by a faint breeze. The ground beneath Grognar trembles subtly, and the scent of salt air and pine forests fills the air. To onlookers, Grognar appears larger than life, his presence commanding and otherworldly, as though the ancient spirit of a Hersir has returned to the world.
This transformation stems from Grognar’s unbreakable connection to his past. As he sharpens his axe, he recalls the camaraderie, loyalty, and sacrifices of his comrades. Each motion honors their memory and rekindles his purpose as a Hersir. This ritual channels their enduring spirits, reminding Grognar—and all who witness it—that his strength lies not just in battle but in the unity and honor of those who fought beside him.
Exert your Mind and spend one minute. You must actively and obviously use His Axe (Specifically his Axe) to activate this Effect.
You transform into Hersir for 30 minutes. You have access to all of your Powers while you are Hersir, 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 Charisma is increased by 2 and your Intellect is increased by 2. Your Stress is reduced by 2.
Your body is adapted to Strategic (Planning or seeing trough others tactics) and Leadership (guide, befriend and lead a group or even a whole army). You receive +3 dice on non-attack rolls related to Strategic (Planning or seeing trough others tactics) and Leadership (guide, befriend and lead a group or even a whole army).
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.
If you become Incapacitated or suffer an Injury Severity 4 or greater, this Effect ends.
This cat can talk. Reaching into your mind to reach out with a narration of their needs.
After asking the cat where it comes from, it brushes the question aside and merely requests that you take it where it wants. When you inquires as to why, the cat merely states that it wants to have fun there.
Spend an Action. This Effect cannot be used unless the target has previously pet the cat.
You may send a single message to all targets which are within a specified range. It can be no more complicated than a multi-page letter or a long email.
You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is the cat waving their tail pretty slowly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Compulsive liar.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.