Using special made glove to control his powers like he can us it like lightning whip on someone or using a coin to make railgun
Spend an Action to activate. Select a target within 45 feet. You must actively and obviously use glove to activate this Effect. Roll Intellect + 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 1. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
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.
If you successfully hit a target with this Effect, the value of any armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Possession of this Power grants the following Battle Scar: Weaker left hand.
A red star is imprinted on the pupil of the right eye, it faintly glows from time to time.
Cybernetic eye that can track fast moving objects.
You gain the following benefits at all times.
You are permanently and visibly transformed: Star Symboled Eye. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
Your body is adapted to Parkour-related actions. You receive +3 dice on non-attack rolls related to Parkour-related actions.
The Severity of any Injury caused by Fire is increased by 2.
Wounds simply knit more quickly that they should.
Alan has taken time itself into his being, albeit unwillingly, and time protects its own. It can speed his flesh forward to heal wounds, or even wind back his timeline to restore deeper harms and remove scars. He isn't truly timeless yet, but the ravages of his adventures have much less hold than they once did.
Infections, though, also are caught up in his personal time stream and exacerbated by the very same effect, whether by progressing rapidly or forcing his body back through their worst stages over and over again.
You gain the following benefits at all times.
Any Injury you receive from a source other than disease heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from disease are increased in Severity by 1.
Octopuses can see hundreds of feet in the water, his human eyes let him see on the ground as well as underwater.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Lose a tattoo.
You transform into Dragon for 3 minutes. You have access to all of your Powers while you are Dragon, 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. Your Stress is reduced by 2.
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.
ICE BEAM FROM DEEPWOKEN
Exert your Mind and spend an Action to activate. Select a Location no further than 40 feet from you and in your line of sight. You must actively and obviously use my hate for black people to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Brawl 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 the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this damage.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
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 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 magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.