With his ties to other Yokai, and many other deals he's done with them, he is now accustomed to requesting one occasionally from any number of Yokai for a small price. Typically handled later as they appear for a few seconds and vanish away after offering their gift.
Exert your Mind and spend an Action. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Ajax knows the beauty and majesty of his Mother's work quiet well. He has always wished more people could appreciate her, and with his new ability he can ensure they witness the wonders of Nature and experience it's beauty for themselves.
To do this Ajax must violently rip their heart from their body, symbolically severing its connections and fill it with Nature's power. This causes plants to grow on the heart and roots to penetrate the delicate flesh, as their body is filled with power and their mind flooded with visions. Ajax gives these blessings in the hopes that they will inspire those who bear them to spread word of Nature's beauty and power.
List of possible Augments
Augment: Balm of the Forest (+2 dice to stabilizing injuries)
Augment: Call of the Wild You have access to the functionality of a smartphone at all times
Augment: Nature's Fury Your unarmed attacks do +2 Weapon Damage instead of -1
Augment: Hollow of the Heart Your heart functions as a hidden pocket. It can hold no more than a briefcase (15 liters)
Augment: Mantle of the Earth (2 Armor)
Augment: Blessing of Sylvan Sanctuary You do not suffer harm from heat, cold, pressure, or lack of oxygen in a forest, provided that challenge normally exists in a forest.
Augment: Speed of the Squall Your Free Movement is increased by 10 feet
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Ajax reach into his targets chest and pulls their still beating heart out. Plants and roots begin to sprout all across the heart. Anyone watching will feel an incredibly uncomforatble itching sensation in their chest, as if roots are growing through their own heart.
Daisy digs through the earth, hands and feet kicking earth away and opening a yawning tunnel in seconds flat.
Exert your Mind and spend an Action. Select a Location within arm's reach. You must be in an area abundant with natural earth and/or raw minerals.
Select one of the following alterations to create out of earth 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 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
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.
Exert your Mind and spend an Action to activate. Select a Living or Sapient target within your line of sight. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of minutes equal to the Contested Outcome. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You may access and use any of the target’s Gifts or other supernatural effects while you are possessing them.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they must make a Trauma roll. If they succeed, the possession ends and you are evicted from their body. If they fail, they will gain a new Trauma, but can still choose to Exert their Mind and evict you back into your original body.
Flames jump out from underneath Cinder's skin, rebuffing the attack and lashing out at the assailant.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Water. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials 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 one minute 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 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.