Sumon a Green mist arund me that alovs me move thigs
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 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The clown spends a few moments miming out an invisible wall. Suddenly, it becomes real, and a wall made of Aluminium oxynitride can be seen, slightly distorting the light around it.
Exert your Mind and spend an Action. Select a Location within arm's reach.
Select one of the following alterations to create out of Plexiglass 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.
Wren has begun to look more like what she is. Pale, and if you look closely you'll sometimes find her fangs seem more sharp than they should be. She is thinner, too, and seems to have no problem staying out in the cold with barely anything on.
You gain the following benefits at all times.
You are permanently and visibly transformed: pale skin, pointy fangs... a vampire. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Trauma at all times: must roll self control to knowingly pass over running water. On a failure, can exert mind to overcome fear, but discomfort will be obvious to onlookers.
The Severity of any Injury caused by silver is increased by 2.
Years of practice on cows and pigs have taught Brioche how to effectively chop all the way through the meat and bone in one swift strike.
You gain the following benefits as long as you are engaged in combat with chef's knives.
Your attacks with chef's knives deal +3 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
Harry hasn't survived in his line of work for nearly 30 years for no reason - he has one rule and one rule only that he follows with almost religious fanaticism from the moment he opens his eyes in the morning up to the moment he passes out on his bed piss drunk with a bottle of cheap off brand liquor tightly clutched in his hand : always stay vigilant no matter the situation.
After all no matter what kind of unspeakable twisted mangled horror you're facing, the person standing right next to you might be just as bad, if not worse.
This constant vigilance, bordering on paranoia has saved his skin more than once, and is the sole reason he's not pushing daisies quite yet.
You gain the following benefits as long as you have your Sharp grey eyes.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Emerald eyes.
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:
Jessica summons a barrier of collapsing light crystals, their unnatural glow reflecting a mixture of eerie blues, purples, and unsettling hues that defy earthly color. As the crystals form, they twist and bend the light, creating a translucent, razor-thin wall. The effect is both mesmerizing and disturbing—the light distorts her image within, stretching her form to strange, twisted proportions. The diffraction of light warps everything behind the barrier, giving it an almost otherworldly, impossible geometry. The barrier feels like a beautiful anomaly, yet its very presence suggests something unnervingly wrong, as though reality itself is bending to Jessica's will.
Exert your Mind and spend an Action. Roll Intellect + Science at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +2) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Any target that is or was under the protection of your Barrier in a given Round cannot take an Injury greater than Severity 6 that Round.
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.
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.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
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).
You also gain the following effects:
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.