Purple skin, blackened horns, and glowing yellow eyes. It's pretty obvious Char isn't human.
You gain the following benefits at all times.
You are permanently and visibly transformed: Demon. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
The Severity of any Injury caused by Sacred is increased by 2.
works the item with a forge and hammer to increase its usefulness and reinforce the durablility
Take a Severity-1 Injury and spend an hour to activate. Select a non-Alien Device within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you burns & broken item. You must actively and obviously use forge & smithy to activate this Effect. Can be used on Armor.
For the next day, your target receives 2 extra dice to all actions taken with its intended use. While it is upgraded, the item cannot be destroyed. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up.
When he is trying to find new villains to beat up and prove that he is a true hero some heroes have to do some bad things to stop the overall evil. When he uses this power his eyes glow red and he smirks very suspiciously. He gets the intuition that the target is going to do something so heinous that only he can stop it!
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. Make a Trauma roll when you 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.
This Effect is not obvious, and the only sign you are using an Effect is His eyes glow gold and he gets a very suspicious smirk on his face. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
With precisely timed blows, your opponent crumbles under the weight of your superior skill, falling unconscious at your feet.
Pablo has always trained with weapons and now has learned to use the power of his tainted spirit to enhance his blows and affect the life force of his opponent. When he strikes a mortal blow he can channel the energy into them to cause an overload of their sensor input, knocking them out instead of causing further injury.
You gain the following benefits as long as you are engaged in combat with Non-edged weapons.
+2 dice to all rolls with Non-edged weapons. You may Defend against firearm attacks from any range using Non-edged weapons.
You also gain the following effects:
He can almost instantly bond with people he meets. He can say the right thing at the right time, switching his mannerisms on the fly.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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: Phobia of being alone (especially in a quiet place).
You also gain the following effects:
One of Amber's Frogs notices the bullet. She doesn't.
Donovan musters every bit of frog strength he has left into his little legs, and...
Explodes into a wall of slime, mucus, and warts, which jumps up to wrap around the incoming bullets.
"Ah, was that Donovan? Shit."
Amber's remaining Frogs shake in fear. They'll protect their Princess, whether they wish or no.
You gain the following benefits as long as I sacrifice a summoned frog.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
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 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.