The scar alights with with vibrant energy upon touch and undoes itself. The user must identify what the scar is and have the knowledge to utilize "Wisdom's Embrace" to its full effect.
Another facet of "Wisdom's Embrace" is the ability to mend scars and deformities along the body. By having the user focus on the nature of those scars, they may unravel and reform them into normal wounds that will heal naturally. This impartation of knowledge onto the patients body helps it recovery normally instead of scarring the body due to lack of response by the patient's natural healing abilities.
Exert your Mind and spend a minute. Select a Living or Animate target within arm's reach. You must actively and obviously use a stethoscope to activate this Effect. Select up to four Battle Scars on your target to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You cannot re-attempt to treat the same Battle Scar more than once a month. Your patient is required to not expose themself to an environment with tempatures greater than 100 degrees. for the next month. If they violate this rule, your treatment is immediately reversed.
You may choose to spend an Action activating this Effect instead of the normal cast time. If you do, the Battle Scar only remains healed for one day, after which it reverts to its original state.
Possession of this Power grants the following Battle Scar: Atrophied Legs.
Billy's eyes flare with power, and muscles swell with inner fire, enhancing his already massive strength further.
You gain the following benefits as long as you have your hands.
Your Brawn rating is increased by 3. 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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Blessed by the Yaksha; you call apon it's power & transform into a magnificient divine general the likes of which rarely grace this plane.
Good luck to whoever's fighting you.
Exert your Mind and spend a Quick Action.
You transform into Yaksha; Giant version of myself. for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), but you can use your Powers. The equipment you are wearing does not transform with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
You may only use this Effect once per day.
Len holds her weapon, and while she has it, doing the work of her god, no concerns of her body worry her.
You gain the following benefits at all times. You must actively and obviously be using Firearm to gain the benefits of this Effect.
Your Stress from Injuries and Mind Damage is reduced to 0.
Hax thinks at a faster speed, running on circuits rather than neurons.
Hax built his own mind, and occasionally upgrades it. The first change was to run a bit faster now that he is running on a new substrate.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
When a hand is laid of a screen, it becomes matte black with solid blue lines running up the fingers and converging in the palm and the back of the hand. The Hacker pictures an object, reaches into the screen and pulls out a wireframe of the chosen item that fills itself in as it emerges. By the time the object is fully extracted, it is fully filled in.
Sam's first fumbling reach into the digital world is a literal fumbling reach, pulling at the flow of the internet to try and find the item he wants. If he can't find it, he reaches deeper and forces the raw data into his desired shape, like shaping electrified clay with nothing but his raw willpower and his probing grip.
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must actively and obviously use a smartphone to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Intellect + Technology (7 dice) to fabricate 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.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult (5 dice) at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult (6 dice) at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology (7 dice) Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.