In countless hour of meditation Zorro met in inner self, the purest of all swordsman. With that he found a place within to peacefully meditate, reflect battles and recover. As he thought about the weak spots of the body and worked out until each fingertip was steel, he realized to use them like a shaolin
Exert your Mind and spend an Action. Select a target within arm's reach. Roll Perception + Melee Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
If the target receives an Injury, they are knocked back 5 * Severity feet.
Possession of this Power grants the following Battle Scar: Pale eyes - His iris appears to be greyish and pale (All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar).
Lightning shoots from your hands with the ability to jump from target to target
Spend an Action. Select a Living target within 45 feet. This Effect cannot be used unless it is used on the nearest target. You must use up Electricity from the surrounding ding area in order to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 8. Armor is fully effective against this damage.
This effect is applied to the target and all targets within 5 feet. It can “jump” up to 5 times.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
When facing any sort of lock and/or digital keypad, Ollie can use his custom made watch to “wind” in a specific fashion. The intricate noises and smooth machinery manifests ethereal signals to unlock any door that’s conventionally locked.
Exert your Mind and spend one minute to activate.
You may lock, unlock, and/or open any number of doors, locks, or locked targets within 20 feet of you. Cannot be used on Alien technology.
You can open and close doors which are already unlocked at your full range with no Exertion cost.
You may Exert your Mind and spend two Actions to seal a lock or a closed door. Sealed doors / locks cannot be destroyed, removed, or operated by mundane means. When sealing a door, you may specify a passphrase which grants access.
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.
As Verglas touches the object in question, a great flash freeze envelops it and makes it easier to shatter.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than a large luggage bag (75 liters). You cannot target objects which are currently in someone else’s possession. Roll Intellect + Science Difficulty 6.
If you succeed, the target will be damaged, but not destroyed, and it may be repaired. Any attempts to use it will suffer a dice penalty equal to your Outcome.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
Glowing symbols form over the target with the location and colour determined by the type of augment (zippy would be on the legs, maws and claws would be on the arms and other unarmed weapon locations). the symbols settle on the target then vanish, whenever the augment is used symbols glow on the area (very slight glow),
.if the augments "Implanted tool" or "Pouch" are used they take the form of magical symbols e.g. implanted tool (clock) could be a symbol you activate to see a digital clock in your field of vision while Pouch could be a location on your body that when activated would let you reach into your self and pull out items you have stored (same mechanics as normal).
.sometimes a sigil might not be visible during its use if it is counter-intuitive e.g. an augmentation for stealth would not glow, an augmentation that helps with persuading people also wouldn't be very obvious maybe a slight glow in the eyes.
Exert your Mind and spend 30 minutes to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you due to inexperience when you roll a 1 you take a severity 4 injury as the magic lashes at you. Make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
Possession of this Power grants the following Trauma at all times: Nightmares (due to the magic not settling properly and interfering with the subconscious mind).
Both cuffs start glowing a ghostly shade of cyan soon after the chains connected to each cuff start to glow in a similar manner and a ethereal chain extends from the existing chain and wraps around the target
Spend an Action. Select a target within arm's reach. Roll Charisma + Occult at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They can still move their arms and use Effects, but cannot move to a new location.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the original Contested Outcome.
Your bindings affect intangible beings like ghosts.
This Gift's Cost is capped at 2 and cannot be increased further.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons 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 maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities: