To the front, back to the station, for weeks, sometimes months, getting in to combat escaping just by a glimpse, which changed not only his mind but also his body
You gain the following benefits at all times.
Any Injury you receive from a source other than Axe heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from Axe are increased in Severity by 1.
Jeremy Soap has been genetically engineered to be the perfect human, and as such his appearance and instinctive understanding of social interactions are beyond human limits.
You gain the following benefits at all times.
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).
Polamedes sits down and calms himself. Over the course of a minute he uses a bundle of wires and electronics combined with tiny nanomachines in his ring to slowly assemble a tiny robot. Pols forarms expand outward in 4 sections framing his arm like a kind of giant spider. The long spindly limbs pry free from the flesh and bone underneath showing long strands of tendon and flesh beneath where they were previously connected. The spider arms then move at ludicrous speed quickly assembling a tiny robot by tri spooling, nanothread, skin threads, and actual wire. The spiderlegs heat up quickly as they move and over the course of the minute will release a spay of blood in order to cool themselves as they work.
The robot looks like a miniature version of Utah raptor. Afterwards the programming in the raptor demands that it be given a unique name before it can be given any instructions.
Polamedes fingertips look as though they have been submerged in black ink up to the second knuckle. The ink looks cubeular and if examined seems to move slightly.
Exert your Mind and spend an Action.
Summon up to 5 Sapient Hobbes-Bot at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. They will attack any Nonliving, Animate targets they encounter immediately and will ignore your commands to do otherwise. You may have at most 5 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Spider Arms.
Possession of this Power grants the following Battle Scar: Ink hands.
Timothy has begun to acquire throwing needles and uses them to disable the poor by aiming at pressure points utilizing his knowledge of acupuncture.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
Undirhan makes a peek-a-boo motion in front of a target revealing indescribable horrors to his victim.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use Staff to activate this Effect. Roll Intellect + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain Fear of wizard as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Truly one with the dead, Widow begins to not need the things of the living that give them life.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive.
Possession of this Power grants the following Trauma at all times: ARFID.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
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.
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.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
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.