Yado intensely stares at the target while wearing his glasses. His contact from the other side tests him by pitting a copy of Yado’s astral spirit against the target in the duel.
The better Yado performs, the more pleased is the contact from the other siding. The information gather from the contact is depending of how pleased the contact is.
Yado will be able to hear a whispering inside his mind, which is the contact, telling him what he wants to hear.
After a while of being in this line of work, you begin to view people and their problems as unimportant, in the grand scheme of things.
The life Yado lives is connected with understanding dangers, just by looking at them. You have to understand the person you are up against, just from looking at them.
Spend a minute. Select a Sapient target within 20 feet. You must actively and obviously use glasses to activate this Effect. At the end of your investigation, roll Dexterity + Firearms at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: sociopathy.
You cannot investigate the same target more than once per day.
Rasha, in Fallujah lost her arm to the handheld explosive thrown into her bedroom. The powers that be decided to invest in Rasha and a cybernetic prosthetic arm was gifted to her by a mysterious man in the back of an Alley. The arm resembles an arm covered in silicon to have a synthetic appearence. However at her command a blade can extend from the top of her arm to slay her foes.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Thrusting sword.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
Several animals lick their wounds and the wounds of others to promote healing. This is because their saliva contains both tissue factor, which promotes clotting, and the enzyme lysozyme, which breaks down potentially harmful bacteria in the wound. Charlotte, more in touch with her primal side than ever before, can now utilize this to force smaller wounds into better shape by licking them, and even force larger ones to clot completely so they don’t bleed out or get infected. Well, with anything else than a random form of lycanthropy, which is very transmittable via saliva.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Her enchanted hat expand and Swallow her and evaporate only for it to reappear at a new location and spits her in the same way she got swallowed that happened super fast less than sec
Exert your Mind and spend an Action to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. This Effect cannot be used unless Her magic hat on aka astrologist hat (minion). You must actively and obviously use Ring to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
If your target location is no more than 50 feet away, you may spend your Free Movement instead of an Action to activate this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
Freeman waves his hand, casting a scene of artificial night, striped with shafts of light from twin moons, and twisting and changing like a waking dream.
Exert your Mind and spend an Action. Select a Location within 60 feet of you. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You create a hemispherical dome of unnatural nighttime with full moonlight shadows and shifting paths originating at the chosen Location, with a radius of 60 feet, and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:
Simmy's arms are replaced by a pair of feathered wings that somehow still have the flexibility required to engage in her work. They aren't strong enough to allow her to take flight on her own... yet.
You gain the following benefits at all times.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
Possession of this Power grants the following Trauma at all times: Magpie Syndrome - Activates whenever you spy a particularly shiny object. To avoid immediately approaching or investigating, roll Self-Control.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
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."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.