Scaling cards is the art of throwing normal playing cards with such skill and precision that they slice vegetables or stick into walls. This one has learned to throw cards which are metal with auch finesse they are not dissimilar to shirikens.
Note that while all playing cards benefit from this gift, Bullet Parry requires the card to be reinforced in some way such as being made of metal to benefit from it.
You gain the following benefits as long as you are engaged in combat with Playing Cards.
+2 dice to all rolls utilizing Playing Cards.
You also gain the following effects:
Caspian has internal reserves of water that they may call upon when needed, and it will gush out of the pores in his skin wherever it is directed.
Spend a Quick Action.
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 units of water 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.
A shadow seems to follow you, and when you strike, it is as though another hand guides your own.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
Possession of this Power grants the following Trauma at all times: Antichrist: You believe you are the chosen agent of Lucifer, sent to gather the broken and the damned and shatter the false kingdoms of Man. Roll self control whenever you must act in a way or believe a thing that contradicts this delusion.
You also gain the following effects:
The user bends over a work surface or sits cross legged on the floor and their hands become a blur of motion, they start putting together an item seemingly out of thin air with unnatural speed. when they finish crafting they hold the completed and ready to use item in their hands or have it resting on the work surface.
After gaining his powers, Johnny harnessed his frustration of misplacing his tools around the garage and when he can't find something he need he simply creates it. Why get annoyed that you can't find something if you can just make a new one. Incidentally, he found out this new ability of his was quite useful on contracts.
Exert your Mind and spend 1 minute.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
The twisting walls of the fibreglass labyrinth bend back on themselves in impossible spirals. "How much attention do you really pay to your surroundings?", it asks. "Is this the hallway you just walked down, or was that one turn to your right?". But there is another way of seeing, and where the City traps some, it liberates others. The liminal space is just that; a transitory phase between origin and endpoint.
You've learned to appreciate the journey, not the destination.
With every bite of bone and skin,
Man's temple groaned and swelled again.
For who would slow the city's spread?
It keeps us warm.
It keeps us fed.
Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within arm's reach. This Effect cannot be used unless the environment is generic enough to be forgettable (hallways, hotel rools, office buildings, etc.). You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of man-made construction 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 indefinitely 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 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
You play your instrument and within each note you hide a subliminal command that the target will be compelled to follow.
Exert your Mind and spend at least two Actions performing the following ritual: Playing a song on your instrument to activate. Select a Sapient target within 20 feet. You must actively and obviously use A musical instrument to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Communicate a command to your target. Roll Charisma + Performance at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
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 mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
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: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
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 werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
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.