Moonstone touches a hand to one of her moonstones. It glows, a glow that spreads over her skin, changing its material to a hard, gemlike substance.
Moonstone changes her skin, drawing strength and durability from her namesake.
You gain the following benefits as long as is Moonstone. You must actively and obviously be using A moonstone gem to gain the benefits of this Effect.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Mothsman is ever elusive, at times seemingly blending into his surroundings, and disappearing from sight. Rather than a physical or chemical change, it is a psychological effect on the observer.
You gain the following benefits at all times.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
There is no discernible way to tell Louie E is using his power, other that a vein bulging on his forehead in concentration.
Louie E creates and manipulates an electrostatic forcefield to achieve 'telekinesis'.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Delphyrion reaches a hand into their hair and pulls out what seems to be a hypercube. One can't really perceive what's inside it, but as it intersects with our world, a more recognizable object emerges.
On stashing:
Delphyrion's had access to obscure and illicit chemicals for a long time, but they hadn't expected to make such great use of them on the contracts. He loves his bags and long coats and big pockets, but he could always use a better way to store things that he doesn't want people seeing. There's a limit to how many liquids he could bring on a plane, and how many times someone could mistake him for a perv who brings... a "certain kind of liquid" to deadly missions.
On technique:
He's itching to go up to someone and lift his lab coat while saying, "Want some goods?" at some point. It's definitely more practical to pull it out from under their hair though.
On hypercubes:
There were so many. Too many. 8. Eight. Huit. Ocho. 여덟. Not a good memory. Still a cool concept. He hates it. He's enamoured. So much left to learn. He's falling.
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 any targets in your stash, each no larger than something which could fit inside a rolling luggage bag (60 liters), and you may store up to 7 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Animate targets may Resist being stashed. You must Exert your Mind to stash Sapient targets.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a non-euclidean shape containing an ancient eldritch monster that threatens to rip itself apart to escape into this dimension. The mere weight of its truth causes anyone who looks at it to feel an intense headache (anguish).
Possession of this Power grants the following Battle Scar: Disfigured: unnaturally stark white hair and eyes that seem to shift in color depending on your viewing angle.
Zack reaches out their hand to the target, skin bubbling and twisting with primeval disease. Stopping just short of full contact with the unfortunate victim, a sense of doom invades the senses as necrosis, the plague, all manners of evil substances attempt to invade the victim’s body.
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Charisma + Occult at Difficulty 6. The target may roll Body, 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:
"Hold still and brace for impact. This WILL hurt. A lot."
The healer coats her hands in the patient's blood before cracking her knuckles. Winding her arm up to ensure a good hit, she starts landing a barrage of heavy blows upon the injured. As she lands ferocious punches, a soft golden glow appears and the lost blood begins to rejoin the flesh it exited while the wound starts to close, any bruises turning into unblemished skin under her fists. The process definitely hurts, this is obvious to any possible bystanders, as seen by the wounded's reactions of agony and exclamations of pain through gritted teeth.
"All done," the healer says, panting and sweating, as the patient stands up, all his wounds healed.
The gift functions on at least some level of equivalent exchange - anything lost cannot be replenished unless a good amount of it is on hand. Every punch seems to transfer percussive, physical force into healing, closing wounds with the same efficiency as the punches would have caused damage. As far as anyone knows, this is incompatible with any weapons - please do not go cutting limbs off to test this. That is a bad idea. The punches that heal are a manual phenomenon - the user decides which hits heal and which harm, though the pain either way is the same. One would think it would be painless, healing the nerves, or maybe that is simply due to lack of practice and precision...? The phenomenon is incredibly physically draining to the user, who has to have their energy drained for the gift to work.
Exert your Mind and spend 1 minute. 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 Brawn + Alertness 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.
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.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
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:
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 beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.