The user mimes actions that affect the target from a distance.
You gain the following benefits at all times.
You can interact with things that are within 10 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Mutism.
A violent, projectile ray of corrosive goop bursts forth, sticking to your target and melting them from the outside in.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Brawn + Athletics 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.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you wind up, preparing to upheave the contents of a bile-sack at maximum velocity, purging volatile toxins from your system to evaporate your foes.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
Todd inhales a mighty breath his lungs swelling with power. He sticks a finger into either side of his mouth and releases a whistle at a pitch too high for human ears.
Only a second later Dutch his loyal black labs bounds into sight ready to fight for his owner.
Exert your Mind and spend two Actions performing the following ritual: intense whistling. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Black Lab 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.
Blood pumping through every vein as her fingers white knuckle the wheel, a cloud of dust and smoke picks up beneath the rank smell of burnt rubber. Driving since she could reach the peddles every empty parking lot became her kingdom.
You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
In the day, a Motorcycle appears under David as he jumps, riding off.
In the night, A Skeletal horse appears under David as he hops on, and they start galloping away.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
In hostile random encounters, there is a chance that the user will gain a temporary ally which comes to its aid and blast a ranged attack towards the source of danger. This mysterious figure´s details stay obscure for most who presence its appearance, unable to be determined if said entity is a spirit of some kind or something else...
This Effect activates whenever a great danger meets the user. It does not require an Action or Exertion. Select a Location no further than 40 feet from you and in your line of sight. “Your target should be intuitively based on the triggering event. This Effect cannot be used unless the user is endangered. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Influence 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 25 feet of the chosen Location with Damage equal to your Outcome + 4.
You may only use this Effect once per day.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.