She Points her hand forward as a Burst of wind Tears Through The target
Spend an Action to activate. Select a target within 45 feet. Roll Intellect + Occult 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 3. Armor is fully effective against this damage.
This Gift's Cost is capped at 2 and cannot be increased further.
The nanomachines in Axel’s body improve blood flow and function, giving him increased abilities.
You gain the following benefits at all times.
You are permanently and visibly transformed: larger build. You are considered to be a Sapient, Living Computer when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
Possession of this Power grants the following Trauma at all times: Killer Instinct - You must roll Self-Control in order to show restraint, mercy, or otherwise anything less than all-out lethal force against that which threatens you..
The Severity of any Injury caused by electricity based damage is increased by 2.
He is blessed by the gods of navigation and exploration, as such he is forced to carry a large rucksack with a patch that has "Atlas" on it, unable to be removed by any means.
You gain the following benefits at all times.
You are permanently and visibly transformed: Wayfinder (A man with a large backpack that can't be removed). You are considered to be a Sapient, Living being when targeted..
While in Forests or Deserts, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Sailors will gain illusory scales under their skin that make them slippery and can be used to cover the surface of their skin in order to form armor that reduces damage.
These Phantom Scales grow stronger as they progress through the Sequences. At Sequence 9 their Phantom Scales can block the shot of a double-barrel shotgun.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Nanomachines circulate throughout the system of Berndt. He command the skin of his arm to come off so that he can use the Nanomachines layered in between to enhance something.
The skin can also dissolve into sole nanomachines to engulf larger objects.
“It’s not disgusting, it’s called SCIENCE!”
Exert your Mind and spend an hour. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Nanomachines peel of the skin of Berndts arm. The skin engulfs the item and after the process is done crawls back on the arm in a disgusting fashion..
Momma Ettu is so persuasive, she can convince people they are being deceived by their own memories, and only Ettu can fill in the blanks. He words slot into the memories like lock and key, more often than not to minimize violence...
Exert your Mind and spend 1 minute. Select a Sapient target within arm's reach. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, a specific period of time (up to 1 hour long) from your target’s memory is replaced with new memories of your choosing. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.