The Martial Artists skin, flesh and bones have become similar to Iron, reinforcing their body and allowing them to strike with greater force than ever before.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: Skin is like forged iron in appearance.
You also gain the following effects:
"Gaslight, Gatekeep, Girlboss!~"
Veronica suddenly begins to glow pink as her clothes glow and change, and in a few brief moments and movements: SHE IS MAGIA THE MAGICAL GIRL!
She now has a sparkly pink princess wand, and a full magical-girl cosplay equipped.
The wand uses Charisma + Moe Magic! The magic is "Alive" and it bends to her will!
The princess magical girl outfit is sewn-in with ballistic kevlar fibers and such: she commissioned it off ETSY over the course of like six months.
Exert your Mind and spend an Action. You must actively and obviously use Heart Shaped Charm to activate this Effect.
You transform into "Magia The Magical!" (Magical Girl) for 30 minutes. You have access to all of your Powers while you are "Magia The Magical!" (Magical Girl), and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Pink and Black Magical Girl Outfit, Sparkly Pink Princess Wand ("Pistol") (3 Armor)
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
Andrew Guy is very good at running away from danger, to the point that his speed massively increases when he does so.
Exert your Mind and spend an Action to activate. This Effect cannot be used unless Running away from danger.
You can run at three times your normal movement speed for the next minute.
While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.
He can protects and use hearing instead of sight sometimes that can come in handy
You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Any Effects or supernatural abilities which would suppress one of these senses are rolled at +2 difficulty.
Joe's skin begins to visibly glow. Soon, the target feels the warmth of the sun balanced by a cool, salty ocean breeze from head to toe. The sensation fades as quickly as it came. An unusual tattoo and the innate knowledge that there is something they must do (or not do) are the only evidences of their former Scar.
Exert your Mind and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a tattoo like the rippling effect of sunlight shining down through water that faintly glows in the dark on the target which cannot be healed.
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:
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
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 Objects 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 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 mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.