Sora's clothes seem to almost leave a trail of smoke and ash behind them as he walks, the red seeming to shimmer like magma. His footsteps leave small patches of frost as they land. You could swear you could see lightning arc under his skin.
You gain the following benefits at all times.
You are permanently and visibly transformed: Chimera. You are considered to be a Sapient, Living being when targeted..
While in Tundra, Magmatic zones, or Space, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
A small hole opens in Pol's forearm and wire starts violently being pulled into his skin. It snakes through his body like a scarab burrowing under his dermis. It continues up to his neck where it expels itself into an array of solidified blood into a geometric forest forming a backdrop to Pol's head. Each line dripping in a bloody wreath from behind Pol's head. Between the stalks of the array tiny arcs of electricity crackle and bounce and when two of the antenna are connected by one of these arcs the smell of burning skin and hair are noticeable.
When sending an item Pol's wrist detaches in the same way he uses to digitize things when he stashes them. Then that data is sent along with the message.
Spend an Action. You must actively and obviously use Wire. to activate this Effect.
You may send a single message to all targets which are within a specified range. It cannot be longer or more complex than a couple short sentences.
You must share a common language for your target to understand the message.
You may Exert your Mind to send any physical Object that would fit into a backpack with your message. Takes 1 minute to arrive. Any active traps on the objects are triggered when you attempt to send them, and wards and marks are likewise removed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Wire unspools from Pols wrist and creates and anteana array around his head..
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
It looks like natural rizz but I'm like IN your mind you know? Like it's not even funny I am manipulating your head.
Gaslight. Gatekeep. Girlboss.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Alertness at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
like the show lol
Exert your Mind (unless you win a coin flip) and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you gm's choice.
Choose an Object which could fit inside an SUV (up to 4,000 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Brawn + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
You may end this Effect prematurely as a Free Action.
To activate this Gift, he simply takes out a plain, everyday-looking ballpoint pen from his pocket. The pen is unremarkable, the kind that can be found in any office supply store, and has a simple blue barrel with a black ink refill.
When Zhang Wei exerts his mind and spends an action to use the "Revive Routine," he clicks the pen's button, producing an audible click that serves as the catalyst for the Gift's effect. He then draws a small, inconspicuous symbol on the target's forehead with the pen. The symbol glows faintly for a moment before fading away, signifying that the ritual is complete.
Exert your Mind and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have all their Abilities set to 0. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
You may only use this Effect once per day.
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 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.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
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.