Whenever Shinjiro takes out his Evoker. He points it to his head and yells out PERSONA and reveals persona. Soul Savior. It's not a transformation of him but a section of him that has been hidden away but now revealed to the world after receiving the revelation that death is a part of life, and he has to accept it.
People who observe this transformation often see some kind of ghost coming out of Shinjiro after he shoots himself in the head. It looks like some sort of angelic being with a sword on it's back and hands on it's chest.
DISTURBING THE PEACE, LOOK INTO MY EYES,
Exert your Mind and spend a Quick Action. You must actively and obviously use Evoker (Pistol) to activate this Effect.
You transform into Soul Savior for 3 Rounds. You have access to all of your Powers while you are Soul Savior, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you getting shot in the head.
Possession of this Power grants the following Battle Scar: Headaches.
After winning her first game, Sandra’s tattoos started to change and fade. A thin, twisting figure that faded and faded, into the negative of a snake. Her tattoos begin to fade and whiten in places. It wraps around her arm, looping through where thumb meets index, the head resting in her palm near the corner of the cross. While she is healing others, the black outlines of the snake change from black, slowly shifting to a blood red.
Blood in tattoo provided by North Star Medical, taken from The Brood of the Herb Stealing Snake (Source/inspiration: ||The Sumerian legend, The Epic of Gilgamesh|| )
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Jei's soul pushes him past what his body naturally allows him to in extreme cases where only the pain drives him forward
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is divided in half.
There's the sound of a squelching... and then soon a slight buzzing as Victor opens his mouth to reveal a... rather small looking hornet clawing its way out of his maw. And then suddenly, it wasn't so small anymore. This wasn't simply some sort of native Hornet, no... this was something just as strange as the man it came out of. It was more than just a drone, it was a warrior. His warrior.
I dunno man, he just summons a pretty big spooky hornet.
thats the gift.
Exert your Mind and spend an Action.
Summon up to 3 Non-Sapient, Animate War Hornet at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
The user's body is filled with power as long as they're not weighed down by their human form.
Entering combat requires self restrain to not run away.
Getting mind-controlled by an insect god drastically changes the way you look at the world, but also leaves traces of power ingrained in your soul.
You gain the following benefits as long as you're transformed.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
If you go a round without using your Movement, you immediately collapse and must remain immobile and resting for the same duration of time you previously spent moving.
Law Proficiency: "This gives Lawyers the ability to utilize the "Law & Order" as a weapon." [Charisma + Authority]
An army of dark, pin-like hairs are called forth from shadow, realizing into the shape of bladed weaponry. Each strand holds the density of every single judgement made under humanity's history of law and order, assailing any target with the weight of their consciousness. Nero is able to command these weapons to attack or defend from afar using his raw authority, acting as the clear leader behind their movements.
Exert your Mind and spend an Action. Select a target within 50 feet. Roll Brawn + Alertness Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
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.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
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 one minute 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.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.