Sometimes when pondering you can see a vein pop out of his head before he comes to the beat conclusion he can think of.
“These utter idiots always have to interrupt my line of thinking with their worthless nonsense.”
“You did the work, you studied the books but intelligence is a thing you are born with or not.”
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
You also gain the following effects:
Uma vida de treino com armas, transformada em presente por um sonho de capacidade.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Sable speaks to whatever creature she encounters with sincerity and kindness, while her stuffed toy whispers their reply.
You gain the following benefits at all times. You must actively and obviously be using her stuffed animal to gain the benefits of this Effect.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
Possession of this Power grants the following Battle Scar: tinnitus.
Its a deep concentration that involves the eyes rolling back in their sockets as he does quick calculation on the spot of what is happening right this moment with the new parasite.
You gain the following benefits at all times.
You get +4 dice to any Body resistance rolls you make. You also gain the following effects:
Possession of this Power grants the following Battle Scar: Black Veins along his body.
Grit and dirt covers Osmand's ear, giving him an unnatural glow as his senses are heightened.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
She's literally an elf.
You gain the following benefits at all times.
You are permanently and visibly transformed: Long dagger-like ears, silver strands of hair under her black hair and Turquiose eyes. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
You may make a +2 Weapon Damage Holy soul attack (Assault rifle(Dex+Occult)) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: paranoia.
The Severity of any Injury caused by cold iron is increased by 2.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
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.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
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 units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.