As a young nature god, Ajax taps into the boundless wellspring of divine energy that flows through the very fabric of the world. Ajax channels this primordial power, enhancing his form and abilities to reflect the awe-inspiring wonders of the natural world.
When activated, Ajax can enhance his physical durability, allowing himself to endure the harshest of elements. He can increase his strength to match the fiercest of wild animals, he can make his movements swift and graceful like the wind rustling through leaves. He can also draw on his connection to Nature which allows him to commune with the land, sense it's energy and attune to it, and even influence the flora and fauna around him. Whether calling forth the winds to enhance his speed or empowering his strikes with the force of a thunderstorm, Ajax becomes a living embodiment of Nature’s raw, unyielding power.
Exert your Mind and spend eight hours. 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.
You may end this Effect prematurely as a Free Action.
The caster sings a song the language and words change, but the message stays the same. The joining of friends and remembrance of the dead. As the song continues a ghost wind wraps the caster moving their clothing. If cast on a dead target a ghostly form slowly forms, as long as the dead wishes to be seen. This form is formed from mist coming from the folds of the hat.
Exert your Mind and spend one minute. Select a Sapient being, human, Creature, or Dead target within 50 feet. For dead targets, you must possess their A personal Memory of them.
The target can communicate in your language for the next hour.
Popping out the pill from a plastic pill holder covered in alien writing, you consume the pill and experience the healing effects as your body is cured from its ailments.
Spend 1 minute and use up this liquid capsule pill. Select a Living target within arm's reach.
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.
jhonny lift his map an clears the area around him knowing many aspects about it
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use map to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
Daisy bares her bunny ears and lifts one toward the sound she’s listening for.
Exert your Mind and spend an Action.
You may perceive things through hearing within 500 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes. You must maintain Concentration to keep up the effect.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
The user shouts out "Rabharta" and an a circle with a radius of 60ft appears in the target area. Transparent clouds fill an area of a dome, and begin to pour down rain.
Born of a desire for clean water, the power summons rain in a dome. It's important the word "Rabharta" be pronounced via the Ulster pronunciation, otherwise the power will not activate. The water is pure, and can be drank in a pinch.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location within 60 feet of you.
You create a hemispherical dome of Rain originating at the chosen Location, with a radius of 60 feet, and lasting for 5 minutes. The area inside your zone is affected in the following ways:
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and 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 can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
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.