A body from a different world, time moves more freely there, seconds are flexible and speaking is very quick. Marshall's body is an oddity here, seemingly getting attention no matter what and having no time for fun whatsoever.
You gain the following benefits as long as you have your The pitch black scars on his body.
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).
Possession of this Power grants the following Trauma at all times: Delusions Of Invincibility and Delusions Of Grandeur.
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:
Charles raises his gun up, with a quip "fuck justice, you deserve death." He reinforces his shot out of the gun with his telekinetic power. A crosshair appears on charles glasses as he looks at the enemy.
Sherlock closes his eyes and slowly thinks about all the time he has shot a firearm. He things and slowly grasp the feeling of the bullet moving, the gun shooting, the hammer hitting. the gunpowder exploding. He feels every aspect of the gun he's using and with his eyes close, his mouth in a slight grin, he presses the trigger. The bullet seen by those with a sharp eye has a odd purple tint to it as it hit a bullseye on a target. Sherlock opens his eyes with a satisfied look and when he pulls down his shade for a small bit, his right pupil which is purple, burst into flame and with a purple hue, his pupil has a fiery aura around it. He pulls up his shades again, feeling more confident and more comfortable with his power. Slowly accepting it. "despite how little i wish to admit it, I must say, you've been very useful for me." Sherlock puts away the gun and starts walking off to his car, returning home, as he prepares for another commission and continues to do his job.
You gain the following benefits as long as Telekinesis is activated and engaged in combat with Alien/Legendary Guns.
+2 dice to all Alien/Legendary Guns rolls.
You also gain the following effects:
Suturing wounds
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Science 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.
Possession of this Power grants the following Trauma at all times: “I can fix this!!”.
David can summon ethereal armor around himself by channeling his otherworldly heroic power.
David's innate mystical purpose is now clearer to him, as a strange entity in the form of a ethereal knight appeared and enlightening David to his origin. He was created by a mysterious entity in order to help the mortal world against evils unseen by the normal populace. Along with this info, the entity explained to David how to manifest a his innate ethereal powers of righteousness in order to make armor around himself.
Exert your Mind and spend an Action. Roll Brawn + Melee at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
Encounters with the supernatural have opened up opportunities for communion with exotic spirits, one of which has partially merged with Erron. In exchange for light magic, he has also been given augmented looks such as elongated teeth and nails, and two pointed, furred ears which he hides within his hat. Whenever he focuses intently to let out his power, a large glowing white tail emerges from behind him. The holder of his power. Once his energy is used, it disappears
You gain the following benefits at all times.
You are permanently and visibly transformed: Kitsune. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Returning to Project Titan, Jason can now extend his need for basic human needs. Nanites inside his body prolong the cells need for food, water and air.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
You may Exert your Mind to adapt to your current environment for one hour. While adapted, you do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
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 Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
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 beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
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.
You cannot investigate the same target more than once per day.