Victor flicks open his pocket watch and looks into it, the ward in question appears to be a small golden symbol of a clock
Spend an Action. Select a Location within 10 feet. You must actively and obviously use Pocket Watch to activate this Effect. You must remain within 1000 feet of your ward to access its senses.
You place a ward,. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by the sound of audible ticking emitting from his watch.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
At anytime or at any moment, Iris can pull out her firearm to blast away her foes with a single pull of the trigger. Due to her swift movement, she can make a full dash and attack with it. Ultimately making her the best run n' gun agent.
She can also parry with her gun, either by shooting or using the gun's body. Nonetheless, this gift will aid her when the time comes.
Armed with only a gun and her own traumatic past, the only way for her to push forward is to gun down anyone that dares to obstruct her way.
She may have found her will to live.
And for that, she will fight her way back to the people that she holds dear.
I believe in you, Iris.
You gain the following benefits as long as engaged in combat with One-handed gun (Pistol).
+2 dice to all One-handed gun (Pistol) rolls.
You also gain the following effects:
A-RAX1's body shifts and reorganises itself. Wires emerge like snakes from various joins and ports, plates opening up to reveal latches. The wires coil and meld into the device, bringing it into the network that is A-RAX1.
Exert your Mind and spend a minute. Select a computers within arm's reach. Can be used on Alien technology. This Effect cannot be used unless it is used to Splice yourself with another computer. Cannot be used to improve Armor.
Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
You may choose a second valid Device target while activating this Effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 2 to those actions for the next day.
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.
Will begins playing a song loosely or closely related to the target's situation. This usually helps them feel better.
Exert your Mind to activate. Select a Living or Animate target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
The user slits their wrists and spends a moment, carving, etching, and shaping a piece of steel with her tools into what seems to be any object that she chooses to come into being. The observers see a gun just pop out of the iron residue of the blood. for firearms, the user motions their hands in a way that looks like the weapon is supposed to be held.
Exert your Mind and spend an Action. You must actively and obviously use Industrial tools 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 can create explosives, but they are limited in size to being no larger or more powerful than a satchel charge. You may create firearms.
Roll Dexterity + Crafts 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.
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.
Possession of this Power grants the following Trauma at all times: Isolophobia: You fear being alone. (If you are ever alone or would go alone, roll Self Control. On a failure, you immediately seek out company, or shut down until you get it.).
Kevin has spent these contracts learning how to make friends people recently have begun saying he just seems to have a friendly face.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. 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).
You also gain the following effects:
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.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.