Symbols are drawn in the air with two fingers inches away from the object. After moments of swift movements, the summoner pokes the object with a flourish and it springs to life, glowing faintly for a second before returning to its normal appearance.
Exert your Mind and spend an Action. Select a Inanimate target within arm's reach which could fit inside a rolling luggage bag (50 liters).
Your target will become Animated for three hours. You may choose to end the effect at will, as a Free Action. You can only maintain one animated object at a time.
Animated Objects have the following restrictions and capabilities:
Possession of this Power grants the following Battle Scar: Wheezing.
The users blood vessels swell to the point of slightly limiting nerve function. They don't experience pain or distress. With the slight side effect of slower thought processes and reaction time.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
Possession of this Power grants the following Battle Scar: Concussive Neuropathy.
After Edward finishes the casting ritual, the spirit once connected to the body appears (unless it is already present as a ghost). Edward can then begin talking to the spirit, although it doesn't sound like any legible language to anyone who decides to listen in.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. For dead targets, you must possess their their name.
The target can communicate in your language for the next hour.
Wrangler preps to jump at his location before being pulled aside by some unseen force into a nearby surface or the air, he is forcefully pulled into this, causing his bones to break as if being forced to fit into a extremely tight passageway
Spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. If you have activated this Effect 10 times it the last minute, you must Exert your Mind.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see instead of "teleporting" his body forces itself into any surface/air, as if being pulled in by something. Causing traumatizing sounds of his bones breaking and crunching before reappearing at his intended location.
My left arm is made of several white-steel sections, filled with (currently) orange gel-like sections that function as muscles. My forearm's gel-sections open to reveal several medical tools, including a scalpel, and when closed, the tool rack spins slowly, decoratively, under the surface, making the arm catch the light. Fingertips are currently round, dot-like white steel digits, but they give *almost* like human skin.
My right arm is made identically, but where the left has medical equipment spinning lazily inside, this one has my pistol inside, the one we made together. When fully seated, a pair of connectors run current through the metal block and send signals to the rest of my distributed systems, which surge under my skin and crisscross my chest and shoulders, thin seams still pink and red like fresh scars. A series of CPUs clone my consciousness throughout my body, constantly ready to throw on vital redundancies and take over if need be.
Baseline for future expansion. Gel will change from red to blue overtime as the transformation progresses, and will become purple when no human tissue remains. Gel shows system integrity status (it is presently orange, indicating basic life support redundancy online. considered emergency mode, less function than this is considered total system failure). yellow will indicate limb connections passing all relevant tests in addition to basic life support, green will indicate reactor is producing surplus power while in the yellow state, and blue will indicate full accumulators in the green state.
You gain the following benefits at all times.
You are permanently and visibly transformed: cyborg. You are considered to be a Sapient, Living Computer when targeted..
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your appendages have 30 feet of reach.
Your body provides you with the functionality of medical equipment. If used to attack, these "tools" use the same stats as a small knife.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by Electricity is increased by 2.
Flying, biting, stinging insects suddenly swarm into the area, attacking anyone and anything in their path, clouding the air with their bodies.
Future Upgrades:
Range - 60 feet; Zone Effect - Slippery; Willful End; Zone Effect - Disorienting; Natural Habitat (Seasoned); Zone Effect - Overwhelming (Seasoned); Range - 200 feet (Seasoned); Ephemeral Storm (Seasoned); Zone Effect - Suppress Vision; Zone Effect - Off Balance (Veteran)
Exposure rolls are a Body resistance roll at Difficulty 6. Protective measures can reduce the Difficulty by 1 or 2, and specialized environmental adaptations or self-contained environments (such as a space suit) can exempt Contractors from making these rolls entirely.
Poor Outcomes on this roll incur a stacking Exposure penalty that reduces all dice pools. This penalty stacks with Stress and is not reduced by Effects that reduce Stress.
Botch: Exposure increases by 2
Failure: Exposure increases by 1
Outcome 1-3: Exposure increases by 1 unless you Exert your Mind
Outcome 4+: No additional Exposure
Exposure cannot exceed -3. Whenever Exposure would increase beyond -3, you gain a minor Battle Scar or a Severity 1 Injury as decided by the GM.
Acute Exposure: Contractors must roll Exposure at the end of each Round. Once removed from the environment, Exposure penalty decreases by one level each minute.
Exert your Mind and spend an Action. Select a Location within 20 feet of you.
You create a hemispherical dome of flying insects originating at the chosen Location, with a radius of 20 feet, and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
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:
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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 Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and 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: