By dragging his hand along the blade, it slowly lights ablaze, up until he flicks it at who ever he chooses
Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. You must actively and obviously use Raiper to activate this Effect. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness 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 20 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 damage will have their hair and clothes catch fire.
Tyrion is regaining some of his lost powers. He can now attack with his claws more precisely, even against armored opponents.
You gain the following benefits as long as 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:
Lavender holds out seeds and throws them to the ground. As they slowly dissolve into the Earth below them, they transform into _______ with cracking and shaping bones and flesh.
Exert your Mind and spend one minute. You must use up a handful of seeds in order to activate this Effect.
You transform into a bob cat or any region-appropriate medium-sized animal until you transform into something else or choose to return to your original form. 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.
Extensive neural implants in Inderpal's brain & nervous system can create any function held by a mainframe computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: Cybernetic Augmentation: Implants throughout body, with Induction ports behind the left ear & on both wrists. You are considered to be a Sapient, Living being when targeted..
Your body provides you with the functionality of Mobile Phone w/ Modules. If used to attack, these "tools" use the same stats as a small knife.
A silver color resin that covers the object/surface
One day, Vihn Thach was messing around with chemicals in his lab and had made a huge break through. He found a chemical compound that would react with resin quickly and make it the object practically indestructible. Unfortunately, it seems to slowly lose its effectiveness and after many trials and errors, he has decided to continue his research, he will require chemicals from out of this world.
Exert your Mind and spend a minute to activate. Select a non-Alien Device within arm's reach. You must use up 1 vial of special of resin in order to activate this Effect. Cannot be used to improve Armor.
For the next hour, your target receives 1 extra dice to all actions taken with its intended use. While it is upgraded, the item cannot be destroyed.
Beneath the low glistening hood of the old sailor's rain slicker lay a gray swollen face and unkempt white beard. The lips part to reveal a bloated tan arthropod instead of a tongue. It fills his mouth and throat, repositioning the bulk of it's body into his torso. It's nerve endings mercilessly burrowed into the poor sailor's brain. The swollen eyes widen slightly and the flesh beneath the chest roils and ripples as a thick tentacle bursts from the open mouth, covered in curved spines.
When the glaciers melted and the forgotten ages trapped within released their bounty into the warming oceans, eldritch waves crashed against mankind's shores.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
Possession of this Power grants the following Battle Scar: bloated parasitic isopod instead of a tongue.
Your Extra Appendage is incapable of fine object manipulation.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their 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.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects: