Joey, looks at his enemy, after explaining what he will do... his delusion manifest. His charm, pure main character energy influences the world to realize his delusion. His understanding of god and anime at that moment manifest.a audible chain can be heard cracking and breaking, before suddenly, music starts playing in the background.
With a grin, Joey cross along his wrist has its chain shattered. Tossing it up in the air, a holy aura emanates from it, forming a vague outline of a sword.
Catching the blade by the handle, he drags down the blade towards the enemy, a great light can be seen before-
The enemy is strucked. Pain floods their body as they bleed red. Their armor shredded with a large gash. Their mind is recoiling from the attack as Joey holds the blade point towards them. As if he is challenging them to a dual.
Exert your Mind and spend an Action. Select a target within 45 feet. This Effect cannot be used unless must be in alt form and target must understand this power/be told how the power works. You must actively and obviously use Cross to activate this Effect. Roll Charisma + Culture Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
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.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
Ophir's entire body is a camera, and he has spent much of his life perfecting this tiny supernatural mutation into something that could be an impressive ability. His eyes are the equivalent of high-quality professional cameras, whereas the smaller lenses that he can manifest on his limbs and on the back of his neck are similar low-to-mid range consumer cameras.
Some of the features he has developed include:
- Full professional camera functionality, including the recording of videos with full sound, multi-shot, sport mode, etc.
- Camera flash and flashlight functionality.
- Zoom and adjustable focus with various internal lenses.
- Night vision functionality.
- 3 TB native storage which can be offloaded to computer or hard drive via USB ("plugged in" using his mouth).
- Internal photo review (though this disables his vision and hearing while in review mode), and external review via USB.
Ophir was born with a rather strange ability, even among the rare few in the world whose lineage gave them minor supernatural powers. Even as a baby, his light brown irises looked oddly mechanical... and his pupils would dilate and contract with quiet clicks. Neither of his parents understood where this odd mutation came from, but they loved him and raised him the same as his brothers and sister.
Even before he was able to speak, Ophir's memory was unmatched by his peers. It wasn't until he was in elementary school that his parents realized that he might be more than what meets the eye. Photos started showing up on the family computer that could've never been taken with a normal camera... with strange and unexpected angles at times when no technology had been around.
He was bitten by the photojournalism bug after joining the A/V club at his High School and starting to better understand camera technology and technique and how it could be used to show the world to those who need to see it. Once he understood the capabilities of mundane cameras... he knew exactly what he would need to do to his own underdeveloped "body cam".
You gain the following benefits at all times.
You are permanently and visibly transformed: camera aperture irises. You are considered to be a Sapient, Living being when targeted..
Your body provides you with the functionality of Photography Supplies. If used to attack, these "tools" use the same stats as a small knife.
N/A
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:
By navigating through the timeline with the adjustment of a timepiece, Zeke peers into the past to witness it firsthand. As he investigates, Zeke leaves behind a blurry, glitch-like duplicate of himself, caught between multiple moments across time.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must actively and obviously use a timepiece to activate this Effect. You cannot investigate the same target more than once per hour. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
You cannot investigate the same area more than once per day.
The Harbinger has introduced the Monk to an old master who has accepted him as a pupil. Their training is brutal, but effective. Weeks of driving his hands into piles of sand has hardened them into frightful weapons.
The Monk is capable of catching swords by the blade and does not fear spiked armor. Further, the attacks of their hardened hands are truly deadly.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +4 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
Possession of this Power grants the following Battle Scar: The bones and outer cover of your hands become metallic like.
You also gain the following effects:
UA-566 is a sapient entity dwelling inside of the body of a roughly 30-year-old biologically male human. The entity inside of UA-566 claims to be the collective consciousness of the symbiotic organisms living inside of the body. It claims to not understand human socio-emotional concepts such as art or self-expression. It seems to have a preservation instinct informed by experience with human technology, as it has always attempted to avoid firearms, knives, and electric shock during testing.
The most noticeable anomalous quality of UA-566 after initial containment is the carnivorous parasite (Taenia crinium) housed in its neck and scalp, henceforth referred to as UA-566-A. UA-566-A is completely fused with the primary body of UA-566, and efforts to remove the parasite has lead to the near-death of UA-566 numerous times (see Transcription:1-4A). UA-566-A is comprised of numerous tendrils that grow from the host's scalp, disguising itself as thick, oily hair. These tendrils can extend a surprising length from the central body of the host and easily squeeze through tight spaces. Underneath the tendrils is a gnashing mouth at the base of UA-566's neck that is constantly pulls perceived food into itself. A number of thorny teeth have also grown out of the central mouth of UA-566-A, buried within the pseudo-hair as well as at the top UA-566's forehead, forming a line of sharp bones reminiscent of a crown.
It is apparent that UA-566-A has a level of autonomous control that occasionally overrides the collective consciousness inside of UA-566. UA-566-A has grappled and bitten a number of researchers in the past, and testing on UA-566 now requires a metal hairnet to keep UA-566-A under control.
UA-566 claims that UA-566-A is a "new addition" to it's "collection," and therefore struggles to follow the commands of the central consciousness. It claims to be improving its control over UA-566-A but a statistical analysis of recent incidents involving UA-566 have demonstrated this to likely be a falsehood.
*Addendum 566-1:* It appears as though UA-566 has developed a stronger neurological link with UA-566-A. It claims to have "worked out their differences" and "bonded over a shared love of eating." Note that UA-566-A has not been recorded to have any interest in anything other than the consumption of raw meat.
*Addendum 566-2:* UA-566 has gained an enhanced level of agility with their limb, being able to squeeze its tendrils into extremely tight spaces without sacrificing manual dexterity. It is now capable of opening doors from the inside of its containment unit. Ensure that security doors are water-tight in order to prevent a security breach.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Garrote.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
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 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.
You can 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:
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.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 20 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence 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 spoken aloud in conversation and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.