The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You gain the following benefits at all times.
You can move at three times your normal movement speed.
Your super speed affects all self-powered modes of movement, and you may avoid minor obstacles as you go.
Cornelius has learned to channel small quantities of his divinity into his weapon of choice, a pair of brass knuckles, to deal heavy blows to his enemies in a fight. This causes a faint pink glow to appear around them.
You gain the following benefits as long as you are engaged in combat with Brass Knuckles.
Your attacks with Brass Knuckles deal +3 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
Dans legs are augmented to allow him a superhuman top speed, the low whine of the machinery just barely audible when he moves at top speed, a small trail of steam emitted to vent off heat.
You gain the following benefits at all times.
You can run at two times your normal movement speed.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
A bright light can be seen on the caster and the target that lumminates the spot of the injury on both if bodily.
Story behind the ability
Jason was on his way back from the clinic late at night when he witness a mugging in process he paniced and even tho he managed to intimidate the assailant with stating that he has called the cops and he will be apprehended the victim of the mugging was severely wounded.
When he kneeled to try to provide first aid to the guy , he saw that he had more than 6 stabs and would be dificault for him to survive until the ambulence came in time.
Being the kind person that he is he apologised for not being able to help even tho he was a doctor and as he was curcing himself and praying to god to help this man survive , while clutching his Caduceus necklace he felt a mysterious warm light engulfing him.
His mind somehow understood that this feeling he had felt could help the guy bleeding out on the floor next to him and as he touched the fainted guy the moment he checked again his injury and touched him he felt an intense pain on his own body instead his hand rupture with the same injury but the infury on the man disapeared.
With out second though and driven by addrenaline he tried to use this power to take just enough injurys to save the mans life and in the end he himself collapsed.
The ambulenced took them both in the hospital and the mans life was saved.
This event happened roughtly 1 week before his leave of absent where he was dismissed for 3 months to recover his health and to recover due to overwork.
Exert your Mind and spend an Action to activate. Select a Sapient target within arm's reach. You must actively and obviously use Doctors symbol made of gold(Caduceus) to activate this Effect. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Bartenders don't just mix drinks, no.. They're therapists, friends, confidants.
The best ones, you walk away feeling like you just had a chat with your best friend.
O'Malley has years of practice, and knows how to make a patron feel comfortable. Full attention, a warm smile, and a twirl of a bottle tends to make people want to open up to him.
You gain the following benefits as long as as long as He must have a passenger and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
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 Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action to activate. 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 mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes to activate. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every day, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.
Battle Scars caused by your Injuries will remain. Any Injuries you receive automatically count as a successful Makeshift Stabilization and do not deteriorate further.
Injuries you receive from silver or fire. are increased in Severity by 1.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action to activate.
You transform into a brown bear for two hours or until you choose to end the Effect. You cannot transform into a flying creature. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.