It doesn't look like anything. It's just pure skill bro, you should just get good if you want to be as good as me. Like I mean, man, are you really going around with a crossbow? What's the sportmanship in that. Like I mean, "woo look at me I'm clicking a button and it goes bam". Pansies. They don't make soldiers like they did before. "Bo ho, but crossbows shoot quicker" Shut up, you have zero clue, and I bet you're ursuian. You're just coping for your skill issue. Look how I can kill a behemoth with a single well-aimed shot.
You gain the following benefits as long as engaged in combat with Bows.
You receive +2 dice to all rolls using Bows. Reloading is considered a Free Action.
You also gain the following effects:
Your time in basic training has taught you the skill of having a pistol in one hand while also holding a mag just under the gun with your other hand. Sort of like how people would hold flashlights underneath their pistols. Shooting as you approaches your preferred location. When you do reload, you do a swift tactical reload, replacing the mag in your hand with another.
You gain the following benefits as long as engaged in combat with Pistols.
+2 dice to all Pistols rolls.
You also gain the following effects:
By extensive study into genetics, you have managed to make your genetics far more flexible allowing you to transform your body a variety of purposes how it looks like depends on the transformation but it's all biological.
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Tam starts to tap her fingers against her side, a soft smile on her face as she looks away a little. This was just another kind of sparring - and she was good at that.
A manifestation of Tam's telekinetic abilities, Tam has learned to manipulate the internals of electronics.
Spend 2 Actions. Select a Computer within 20 feet. Does not work on Alien technology. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Effect is not obvious, and the only sign you are using an Effect is fingers tapping against your side. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Atrophied Shoulder - One of your shoulders is damaged. Whenever it takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.
Mariana summons a giant water fountain that engulfs her enemies.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Perception + Performance at Difficulty 6.
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.
Ricter has started to befriend Kazarisu, a Kamaitachi yokai spirit that accompanies him. However, he needs a bit of 'motivation' to do more than just protect him, as such he feeds him a pint of alcohol to offer some inspiration.
Kazarisu resembles a stoat in appearance and size but can grow to be as big as a wolverine if he wishes, with paws that can extend into sickle-like claws. He has jagged white fur that is smooth to the touch with black coloring on his tail tip.
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"I've learned in nearly half a year that Kazarisu is a bit fickle, likes stupid jokes that I make, chicken, and drinking. I'm glad to have him around but he tends to be a bit of a menace, especially when he chugs a whole bottle of wine and ends up cutting up my curtains...Nonetheless, I'm starting to like him, we even started watching soap operas together."
"Lately, I have been demanding we work together but he just lacks...motivation, not in a bad way though. So I bribe him with some wine occasionally, which seems to give him a physical body somehow, probably some form of yokai logic. Although he's mentioned that if he 'died' he'd just revert to his more spiritual clingy self, which was a relief."
Exert your Mind and spend one minute. You must use up a pint of wine in order to activate this Effect.
Summon a single Kamaitachi at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
You may only use this Effect once per day.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Take a Severity-1 Injury and spend an Action. You must use up a corpse in order to activate this Effect.
Summon a single zombie at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
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.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.