Bruno pricks a finger, then carefully draws a smiley face on the explosive. After a second, the face blinks and comes to life, floating the explosive off the ground. The explosive then spins around happily looking for friends.
Spend two Actions performing the following ritual: Bruno pricks a finger, then carefully draws a smiley face. Select a explosives within arm's reach which could fit inside a briefcase (15 liters). You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Your target will become Animated for three hours. 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:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
..
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
Possession of this Power grants the following Trauma at all times: kk.
"Ooh, this one's trauma-induced! Don't mind if I do-" Karyn exclaimed, never one to pass up the opportunity to make Luciano's life harder. A single finger pressed to the burnt temple of one side of his head, and then his mind was away -- wracked by the knowledge of a fraction of the suffering she had inflicted on her victims: entire worlds destroyed at a whim, eternal damnation inside of some twisted sitcom, pain beyond words for millions of poor souls: perhaps billions.
__Luciano staggered backwards from the sudden assault on his psyche, staring in bewildered horror as the damaged skin of his arms turned vaguely translucent, allowing him to watch as the bones of his arm violently split: first once, then twice, before liquefaction set in and what was once bone fragments piercing his flesh drew back as 4 separate tentacles, performing the actions of each individual arm with much improved precision.__
__The disruption of his body seemed to expel some chunks of bullet shrapnel that must've been left inside of his body from The Crackshot, warping and lengthening until it became an unwieldy shotgun in his hands.__
"Ewww, your skin's all fucking gross and dry! Ashy, do you know what that means?? I swear, you should've just died in that fire and made things easier."
Exert your Mind (unless you win a coin flip) and spend a Quick Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into a translucent betentacled cuttlefish hybrid for 3 minutes. You have access to all of your Powers while you are a translucent betentacled cuttlefish hybrid, 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 Dexterity is increased by 2. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Shotgun
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see (Complete This).
Possession of this Power grants the following Battle Scar: Disfiguring Burns.
A cold metallic ring sits in the palm of Evan's right hand. Strange scaring spreads out from the ring. While it does make using this hand a bit harder than normal, it does have some benefits. It functions as a basic flashlight, and, somehow, a staff fits inside it.
Evan's transformation started when he was exploring a cave one day. Inside he found a positively ancient ruin that had been buried underground for an undetermined amount of time. Near the entrance to the ruins, a pedestal had a hand print on it.
Evan reached out and placed his hand on the pedestal, and immediately felt a sharp pain.
You gain the following benefits at all times.
You are permanently and visibly transformed: Magically Infused Cyborg. You are considered to be a Sapient, Living being when targeted..
Your body provides you with the functionality of Flashlight. If used to attack, these "tools" use the same stats as a small knife.
You may make a +2 Weapon Damage a staff that extends from the palm of my hand attack without additional equipment.
Possession of this Power grants the following Battle Scar: Metallic Ring - Rolls using the right hand outside of this gift are at a -2 penalty..
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You may only use this Effect once per day.
Marigold wears her heart on her sleeve, behaving kindly to nearly everyone she meets.
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).
You also gain the following effects:
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.