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.
Invocación 2 esqueletos
Exert your Mind and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you desaparecen todos los esqueletos.
Summon a single esqueletos at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see revivir muertos.
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.
Shane rams his flag into the ground and loudly exclaims that "no secret shall be kept secret" at which point a turqoise aura emanates from the flagpole in all directions, creeping into locking mechanisms and like thousands of small picks open them up from the insides.
He who wants to tell a good story, also needs to be able to answer questions about the characters he talks about. And if you want to know more about the personality, hopes, dreams or grudges of someone, you just need a peek into their home or at things they kept hidden.
Exert your Mind and spend two Actions performing the following ritual: Ramming the flag into the ground and shouting a pass phrase. You must actively and obviously use Flag to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within 300 feet of you. Cannot be used on Alien technology.
You may only use this Effect once per day.
Danny's charisma is unmatched, given both her experiences and psychic abilities. Her superhuman influence over others could be something learned, or something more. It's impossible for most to tell
Danny's physic influence over others has become so ubiquitous that it's began to subtly effect both her and others passively, with Danny herself often unaware of how much power her words and actions have over others
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).
Charlie has mutated. His body resembles that of a gelatin mold of a man, the only thing keeping his form is his skeleton, and the clothes wrapped around him. Despite his inhuman appearance, there are some benefits such as increased resilience.
Ever since the incident Charlie has been changing for the worst. First it starts with blood in his vomit and urine, then blistering skin, and finally after his body decayed he seemed to just, heal. It’s like this never happened to him, however over night he rapidly mutated into what he is today.
You gain the following benefits at all times.
You are permanently and visibly transformed: Ooze in the shape of a man. You are considered to be a Sapient, Living being when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
While in Radioactive Environments, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You can squeeze through any cracks and passageways a cat would be able to.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
The Severity of any Injury caused by cold is increased by 2.
JPM has the right to Bear Arms: meaning that his grip is iron and inescapable: much like student loans, and... his body has become as hard as the steel which serves in America's fine railroad tracks... meaning that should he ever grab you: he'll squeeze all the life out of ya' like a true capitalist.
Shaolin Monks have this thing where they harden their knuckles-and-bones into a sort of stone-like plating... JPM's done about the same thing.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for grappling and choking. The target's Armor is fully effective against this Damage.
You also gain the following effects:
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 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 Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
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 may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects: