A familiar face on the edge of your vision. That feeling of fingers and strings tip-toeing up your back; of being watched. You whip around, and sigh - nothing is there. Of course not.
It has already moved.
Grandfather, Great Spirit, you lived first, and you are older than all need, older than all prayer.
You walk between ways and weave between sights.
Cross the good road, and where you cross is holy - where you cross is unseen.
You gain the following benefits at all times.
You and any clothes or equipment you are wearing are partially obscured from sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 day.
The grimoire of plagues and disease chooses George as its prophet, finally in the hands of a worthy holy man to spread forth its plague and destruction. George’s body has been infected by the grimoire, it now does not feel the effects of poisons drugs or diseases as it’s systems have been fortified.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
He got blessing of god of death but how explain why he gotten high tech one
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Non-Living Creature when targeted. Your Perception is increased by 1.
Your Injuries no longer degrade with time.
Star-like eyes allow Alex to quickly assess the emotions of everyone around him, much to his chagrin, even if his own expression is somewhat lacklustre... Warping reality in strange ways, allowing immense of dialogue to be packed into timeframes that seem unreasonably short.
You gain the following benefits as long as you have your Crimson Star-like eyes with large scars across each eye.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Main Character Syndrome: You're the protagonist of the story, destined to save all the side characters you are superior to. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion and Stubborn Determination A hero never gives up. Whenever you attempt to surrender or flee, you must suceed a Self-Control roll to resist the urge to see things through.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Those who flee the nightmare are marked with an infernal soot stain. So long as they are marked, the nightmare knows where they are.
This Effect activates whenever someone runs in fear from you or your gifts. It does not require an Action or Exertion. Select a target within 20 feet. “Your target should be intuitively based on the triggering event.
Your target is marked with a black soot stain. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
You receive +2 dice to any rolls made against a marked target.
It's mind broadcast
Exert your Mind and spend an Action.
You may send a single message to all targets which are within a specified range. It can be no more complicated than a multi-page letter or a long email.
You must share a common language for your target to understand the message.
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 Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. 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 aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
EzFake is an app that appears on any cell phone the influencer holds as long as they are holding it. The influencer need only make a selection and focus their will to project a lifelike forgery into the world in front of them. It may be an object, a creature, or even a specific person, and they can speak and make sounds as well.
The Influencer gets ready to film, and focuses fully on getting a good shot. After all, no video doctoring software can compete with a real life forgery which can be filmed from any number of directions by anyone's camera and appear legitimate.
Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.