Phylum's tattoos shift and move around their body and their eyes flash a color out of space. The victim's eyes shift the same way, just for a moment, as they experience their base assumptions about the world unravel.
Exert your Mind and spend an Action. Select a Human target within 20 feet. Roll Charisma + Influence Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Possession of this Power grants the following Trauma at all times: Vengeful.
Due to your distinct life choices, you've become adept with your senses, to the point they've become super human. Your olfactory has become hyper sensitive and allows you to build what is essentially a library of scents in your head.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Injured Area is covered in a thick cloudy fog that soothes the pain and heals the wound, form..Limitless.
Exert your Mind and spend an hour to activate. Select a Battle Scar on yourself to treat.
The treated Battle Scar will heal immediately.
Arthur Annuler is wreathed in a black mist, then disappears for a short amount of time into the gap between realities. The spot he disappeared from leaves an imprint of black mist behind. Arthur is fully capable of moving in the gap between realities.
Exert your Mind and spend an Action to activate.
You phase out of reality for 3 Rounds. During this time, you cannot perceive or affect the outside world but may take mental and self-targeting Actions. Nothing can interact with you in any way.
You leave An imprint of black mist in the shape of Arthur behind at your location in the real world when you use this effect.
O alvo precisa consomir o meu mentos para eu conseguir informações necessárias
Exert your Mind and spend a minute to activate. Select a Sapient target within arm's reach. You must actively and obviously use Candy to activate this Effect. At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
When taking the responsibility of a Close Protection Contract, Amarjeet will take any risk, suffer any injury, or endure any pain to see her client safe - up to & including throwing her own life away if needed.
This natural propensity is enhanced by her brain implants, flooding her body with endorphins, dampening nerve response, & even applying direct brain stimulation to "shock" her awake if needed.
This change in brain biochemistry may have unforeseen psychological side effects. Please consult with your Doctor before utilizing prototype cybernetics.
To count as "Under Contract" the target must have an active Binding Oath negotiating a Close Protection Contract with Inderpal & the target must either a) be in close enough proximity for those services to be rendered or b) Inderpal must be attempting to regain such proximity at all costs.
Exert your Mind and spend an Action. This Effect cannot be used unless she is operating under a Close Protection Contract.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Any dice penalty from Exposure or being stunned, diseased, sleepy, dizzy, sick, distracted, or similar is reduced to zero. Does not affect penalties from Effects you activated.
Possession of this Power grants the following Trauma at all times: No Mercy: Must make a Trauma roll to avoid killing anyone who assaults her clients, even if retreating or helpless.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. 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.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by electricity is increased by 2.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.
You also gain the following effects: