Dr. George Elliot possesses the Microscopic Perception power, granting him the ability to see and analyze objects at a microscopic level with incredible precision. This power allows him to perceive intricate details of the world, including the structure of cells, microorganisms, and even the subatomic components of matter. It enables him to make discoveries and solve problems by observing the minute and previously hidden elements of his surroundings, making him a master in fields like biology, chemistry, and forensic science
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: you need to make a self control roll to avoid curling up in a ball or something in a crowded area from information overload.
You gain the following benefits as long as you have your Blue eye.
Your Intellect rating is increased by 1. 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).
Possession of this Power grants the following Battle Scar: disfigured.
Possession of this Power grants the following Trauma at all times: psychopathy and aspd.
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:
The Hemomancer's viscous form shudders, reaching a long, surging appendage toward their ally surrounded by enemies. As soon as contact is made, the ally's skin, muscle, and bone slaws off in crimson strips, flowing back toward the central mass before dropping into a nearby puddle of blood. The puddle acts as a translucent window into a shuttering pocket dimension, thumping heart rate matching the pile of flesh that now tends to her patient's wounds.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless Amorphous is Active. You must actively and obviously use a puddle of blood at least 1 Liter in volume to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You phase out of reality for up to 4 Rounds. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the target forcefully dematerialized.
You leave reflections of the Phased targets at your location.
The user strikes their target with inhuman strength and speed, their fists now able to easily break through bone.
Stemming from his love of anime, John Mann's first power was an obvious choice, the power to hit stuff really really hard. He tends to yell really loudly when he does so, but this is not strictly neccessary.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
Maze's challenge manifests itself in a simple game of navigating an area, embodying an explorer who wants players to get past the conditions in the region and make it out safely. The true challenge is the entire forest is against them, and they must get out before the rabbits, the plant life, or any other factors make that goal impossible.
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Maze summons a region of flowers, creatures, and undergrowth around the area and brings his world wherever he is, which looks like a cell-shaded forest. In this zone, a number of things occur:
+ A dense undergrowth of vines and shrubs seems to blanket the forest floor, while those in the sky are accosted by small dragons that would actively slow down anyone they see. Doing so at the behest of their father; Maze, who hatched them.
+ A number of bunnies with red scarves lurk around and hassle anyone who is foreign to the location with harmless traps in an effort to exhaust them. Selectively trained by Maze, they were taken in at the behest of his friend Shimizu Tsukihi.
+ Drifting on the wind is a toxic pollen that induces an almost drunken intoxication, similar to drinking a heavy amount of alcohol. Causing dizziness, mental sedation, and limited inhibitions. Coming from a flower he's grown himself.
Exert your Mind and spend an Action. Select a Location within 200 feet of you. Choose a 3-D shape that will define the borders of your Effect. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends. This Effect cannot be used unless Atlas is active. You must actively and obviously use Rangers Cloak to activate this Effect.
You create a zone of forest undergrowth, shrubs, and plant spores in the chosen shape, originating at the chosen Location, with a radius of 200 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
You may end this Effect prematurely as a Free Action.
As the user creates and forms metal, their body parts morph and look as if other non-matching parts are pasted on. Ex. A grinning set of teeth larger than normal are stuck on tilted and off-center on the face, eyes are mismatched and uneven on different skin tones, etc.
Exert your Mind and spend an Action. Select a Location within arm's reach.
Select one of the following alterations to create out of metal originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Body parts morph as if other parts are pasted on (ex. boss Flowey or DDLC).
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested 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. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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.
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.