Taking ingredients provided to him, Bu fang can turn these raw jade, polish them, and refine them into culinary masterpieces. Upon which, being eaten, aside from tasting amazing, seems to imbued the user with the feeling and thought as if they themselves have the power of the creature that they have just eaten.
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. 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:
By transplanting a body part from another creature, you can grant a Powers intrinsic to that body part to the subject.
The augmentations you provide are not outwardly visible nor obvious.
You can shoot the lock on a door with a gun, causing it to break and fall cleanly out the other side, without any shrapnel flying about. The door may now be opened, and cannot be re-locked unless a new lock is installed.
Spend an Action to activate. Select a Doors within 20 feet. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
This Gift's level is capped at 2 Gifts and cannot be increased further.
The user is well versed in the way of the blade, be it a claymore or a broadsword the user of this gift can wield it with a proficiency honed over a millennium.
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.
You also gain the following effects:
One's skin turns to twisted, knotted, barkless wood spreading from the left shoulder in reaction to damage.
When Defensive Curl is activated additional roots shoot out from your body to attempt to stop the attack.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming damage from all sources of physical attack except Fire. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
The Martial Artist has been through the extremes of fire and come out the other side stronger, his body now highly resistant to flames, and has developed the ability to conjure small flames through the concentration of Qi at a point.
Exert your Mind and spend an Action to activate. Select a target within arm's reach which has both fuel and oxygen available (if you are starting a new fire).
You may start a new fire as large as a fire in a residential fireplace at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage per Round, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
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.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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 4. Armor is fully effective against this damage.
The seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.