You glance at the watch, and see the hands spin to when the lock was last unlocked. At that time, the door begins to unlock, taking up to the end of the Action to replay what happened during unlocking. During this time, the hands spin back to the current time.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. You must actively and obviously use a watch to activate this Effect.
You may lock, unlock, and/or open your target.
Got my Canines done when I was younger -- yeah, that's right. 24 Karat.
She rips her right canine out with her thumb and pointer. It makes an awful sound.
She holds it up to the lock - and you watch as it wiggles in and clicks it open.
Does it hurt? Does what hurt? I'm joking. Not too badly, hijito - ever dig a bullet out of your leg?
Spend an Action to activate. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Check the Lock.
"Oh shit, a guitar!" A man runs up and grasps the pearl-white Ibanez Iceman lovingly. Covetously.
"Oh shit, a vessel!" he hears in his mind along with a chuckle.
Exert your Mind and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you spawned minion attacks guitar.
Summon a single Groupie 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.
Minions have 6 Body and can make melee range attacks with 4 dice to attack. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
Maze's challenge manifests itself in a simple game of navigating an area, embodying an explorer who wants players to get past the conditions in the region and make it out safely. The true challenge is the entire forest is against them, and they must get out before the rabbits, the plant life, or any other factors make that goal impossible.
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Maze summons a region of flowers, creatures, and undergrowth around the area and brings his world wherever he is, which looks like a cell-shaded forest. In this zone, a number of things occur:
+ A dense undergrowth of vines and shrubs seems to blanket the forest floor, while those in the sky are accosted by small dragons that would actively slow down anyone they see. Doing so at the behest of their father; Maze, who hatched them.
+ A number of bunnies with red scarves lurk around and hassle anyone who is foreign to the location with harmless traps in an effort to exhaust them. Selectively trained by Maze, they were taken in at the behest of his friend Shimizu Tsukihi.
+ Drifting on the wind is a toxic pollen that induces an almost drunken intoxication, similar to drinking a heavy amount of alcohol. Causing dizziness, mental sedation, and limited inhibitions. Coming from a flower he's grown himself.
Exert your Mind and spend an Action. Select a Location within 200 feet of you. Choose a 3-D shape that will define the borders of your Effect. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends. This Effect cannot be used unless Atlas is active. You must actively and obviously use Rangers Cloak to activate this Effect.
You create a zone of forest undergrowth, shrubs, and plant spores in the chosen shape, originating at the chosen Location, with a radius of 200 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
You may end this Effect prematurely as a Free Action.
Zephyren collects blades almost obsessively, perhaps because they are some of the least detectable weapons. Or, he does it instinctively because a bird is never complete without its talons. In result, he's also the most proficient with blades.
On weapon usage:
People have guns (even in Canada, they're just quieter about it), but Zephyren legally cannot own one, and traveling with those can be such a pain for those with licenses anyway. He very much prefers a quieter option too. Also, blades are far more versatile (he wants to toss a bunch of vegetables in the air one day and try to slice them all). Never bring a knife to a gun fight? Think again.
On blade proficiency:
Fighting isn't the only thing Zephyren uses blades for. If anything he's rarely had to fight outside contracts; he mostly uses knives in the kitchen, and since he has been cooking from a very young age, there's no surprise that this is what he's the most comfortable with. In any video games, he predominantly uses a knife or sword. Don't ask how he's gotten through Resident Evil; let's just say he had to face a lot of corpses up close.
On bird talons:
Thankfully Zephyren has never been attacked by a bird, but from what he's read, talons can be really sharp. They have to grip onto things after all, even if it means they'd puncture their target.
You gain the following benefits as long as you are engaged in combat with knives and daggers.
+2 dice to all rolls with knives and daggers. You may Defend against firearm attacks from any range using knives and daggers.
You also gain the following effects:
Brie offers a delicious-looking meal eating it will seal the deal. They have to protect her with their life
"Eat my food and help me fulfill my dream"
You must use up meat in order to activate this Effect.
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must eating my food to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
The same terms and penalties must apply to every party in each deal.
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:
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 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 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
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.