Despite your best efforts to appear an easygoing person, people recognize you for who you are - a cut above the rest. It's not intentional, but your best theory is that your uneducated control over *stuff* has something of a passive effect, causing people's brains to soften a bit around you. It's very tragic, but no reason not to take advantage. The tells that denote their deceptions are far too obvious to you, which has the side effect of causing you to try to avoid them yourself, for fear of being caught by someone of your ilk. Your words carry a weight that even unfavourable audio conditions cannot suppress. But of course, that near-idolization does come with an unfortunate recognizability...
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).
Possession of this Power grants the following Trauma at all times: Compulsively Honest - Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to lie. If you are ever required to lie for the safety of yourself or others, you must Exert your Mind; otherwise be candid.
You also gain the following effects:
Expandindo o uso das artes místicas por meio de kanjis, Maki faz seu Chi circular pelo seus órgãos sensoriais, ampliando misticamente seus sentidos.
You gain the following benefits at all times. You must actively and obviously be using Kanji tattooed on face to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Bu fang appears to rummage through the backpack, as if he is looking for something. Then out of nowhere, as he digs in he says "Ah!" and pulls out a large oversized bag of food/ingredients.
Spend an Action. You must actively and obviously use Backpack/Knapsac 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 Containers of food/ingredients 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.
Time is effectively frozen inside your stash. Anything Sapient inside can still move and may still experience their own localized, subjective passage of time.
btacdbra holds out a hand to the device, in a sort of clawed position. The outline of a red anthropomorphic fox form briefly flickers over btacdbra's own. In a screen flash of solid red, the device then opens up to a special red-text terminal, now hacked.
Exert your Mind and spend 2 Actions. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.
You may only use this Effect once per day.
Marshall Marshall has learned that it is not merely The Great Monkey King that he gains powers from, but from the cosmos itself, including imbuing his non-lethal weapons with the otherworldly power of cosmic lightning. This ability temporarily impeeds the target's chi paths with cosmic energy, slowing or even outright stopping his opponents. His quick reflexes even allow him to shoot this energy to stun an opponent mid-action, making it ineffectual.
(Note, despite the selected skill, this is intended to be used with Non-Lethal Weapon Mastery)
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a Nonlethal Weapon to activate this Effect. Roll Perception + Alertness at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Perception + Alertness at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
As you center your focus on your own shadow, it begins to envelop you and bend the light creating an obscuring mirage. In the light this may appear like a heat shimmer. In darkness it may appear as swirling mists. The less light there is present to bend, the more successful the effect. Some rumors suggest practitioners that have mastered this technique can completely disappear from sight.
Wrapping oneself in shadows is mentally and physically draining. With increased training practitioners are able to withstand the effects without the taxing exhaustion. As with any gift that brings one closer to the void, extreme caution is advised lest they find themselves careening into the depths rather than skirting in the shallows.
During the duration of this technique, the user effectively does not cast a shadow, regardless of near by light sources.
Exert your Mind and spend an Action.
You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 hour.
You may turn this Effect on and off at will during its duration.
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 Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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. Armor is fully effective against this damage.
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. Armor is fully effective against this Damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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.
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.
Take a Severity-1 Injury and spend an Action. You must use up a corpse in order to activate this Effect.
Summon a single zombie at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.