Execute will lay a extremity on the chosen surface, and inlay it with a combination of a red energy weave and a black coating of Nanites, before the mass of nanite metal shapes itself into the form he desires, morphing and warping to his will.
Exert your Mind and spend an Action. Select a Location within arm's reach.
Select one of the following alterations to create out of Nanite metal originating at the target: Select at least one "Control Type" Enhancement
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 indefinitely 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.
Possession of this Power grants the following Battle Scar: Violent immune system - when targeted with a healing/restorative effect by some source (item/player) other than yourself, it must be rolled at -2 dice.
Possession of this Power grants the following Trauma at all times: Roll self control to not destroy and assimilate a object you pick up.
Smooth words, impeccable timing and a ridiculous ability to pick up your preconceived notions by your appearance.
When the portal blinked out of existence, Scab briefly got overwhelmed with the energies of branching timelines and untapped possibilities.
And what a small nudge it takes someone to really push them off the deep end.
Exert your Mind and spend at least two Actions performing the following ritual: Working the crowd, with voices and gestures. to activate. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma + Culture at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Simon takes his journal and pen and begins to write out his interpretation of how the injury had occurred. As he begins to revise and rewrite the scene in a way that minimizes the damage of the injury a dark, viscous ink begins to drip from his journal, slowly forming into the words of his revised retelling. The inked words slowly make their way and wrap around the injury before completely obscuring it from view. When Simon is satisfied with his work he closes his journal and all the ink evaporates - revealing the damage had been healed.
If the person he is trying to heal is conscious, there would be an open discussion between the two detailing things like the scenery, any apparent emotions they may have had, what exactly cause the injury, etc. The ink itself is somewhat cold and numbing to the touch causing whatever damage currently being healed to slowly lose feeling. The inked words themselves look exactly like his own penned scrawl and move slowly requiring him and his target to stay close with minimal movement.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use Journal and Pen to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Occult 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.
As Sir Mariner of the Shellguard waves the strings at the suit of armor, it strings up the suit of armor, making it come to life as he pulls himself up to the helmet and put it on.
Exert your Mind and an Action. Select a armor within arm's reach which could fit inside a rolling luggage bag (50 liters). You must actively and obviously use Wire Strings 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 only maintain one animated object at a time.
Animated Objects have the following restrictions and capabilities:
Possession of this Power grants the following Trauma at all times: Delusions of Invincibility.
Nikki plays a melody that starts as pleasantly soothing. Your mind relaxes. Your muscles untense. The rhythm stays in your mind and you feel your cares, and your consciousness, begin to slip away...
Exert your Mind and spend three Actions performing the following ritual: Singing or Playing Guitar. Select a Living target within 30 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma + Performance at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
Len rubs a finger along her Scythe, summoning a cloud of mist that she steps into.
Mist appears at the destination she aims, and Len steps out of that mist.
Exert your Mind and spend an Action or Reaction. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet. You must actively and obviously use A Scythe Firearm (Firearm with Scythe enhancement) to activate this Effect.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
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.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.