Ryu’s eyes glow green as he hones in on his target
You gain the following benefits as long as engaged in combat with Psychic Bow.
You receive +2 dice to all rolls using Psychic Bow. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
The instinct of a old soldier thats been experimented on
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
You possess a poignant yet somber gift born from the harsh realities of homelessness—a cloaking aura that renders you less noticeable to those around you. This isn’t magic; it’s the sad result of societal neglect. As you move silently through crowded streets, people’s eyes slide past you, focusing on anything but your presence. This involuntary invisibility isn’t a power you sought, but it’s one you’ve learned to navigate.
Your presence blurs at the edges, making it hard for anyone to pinpoint or recall details about you. When they try to focus, their minds fumble, hampered by unseen barriers. You exist in the periphery, a ghost in the public eye, remembered only as a fleeting shadow that fades as quickly as it appears.
Each step you take is wrapped in the silent acknowledgment of your condition—seen by many, recognized by few. Your journey through the streets is a testament to resilience and the will to exist despite being persistently overlooked by a world that finds it easier to ignore than to engage.
You gain the following benefits at all times.
You and everything you are carrying is 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 or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Trauma at all times: Self Sufficient - Roll self control to trust someone else with your life.
When activated, the user is engulfed within a pool of shadows and sinks into the floor completely disappearing.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless Charisma + Influence. Difficulty 6 and in contact with a shadow.. Make a Trauma roll when you activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world (other than non-combat Actions using your hands, at +2 Difficulty) or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a pool of shadows at your location.
You may only use this Effect once per day.
Minerva spreads her hands (to stash) or puts them together (to unstash) and then, in a gesture.. the object vanishes, or appears, drawn from her castle in the Dreamlands.
Reaching into the Dreamlands when awake was always an unpleasant event, but she's able to push though it. Normally. It's an exhausting event, though.
Spend two Actions performing the following ritual: slowly spreading or closing one's hands together, hiding or revealing it from sight. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
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 an SUV (4,000 liters), and you may store up to 3 things at a time.
Animate targets may Resist being stashed.
Donavan discusses a contract with the targeted individual before asking them wether they agree or not, they say yes, a contract is formed, they say no, well better luck next time
You may make an oath with a Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Verbally agree to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via another Effect or oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to Verbally agree.
All oaths you create last 12 hours maximum
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. 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.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.