The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as you are standing and engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Cosmic Colossus is an ability that grants the wielder immense strength, enhanced by the energy of distant stars and cosmic forces. While not godlike, the user gains the ability to lift massive objects, endure extreme physical stress, and perform feats that would break normal limits. Their muscles glow with subtle cosmic energy, and their physical power is amplified to a level that pushes the boundaries of human and earthly capabilities, making them a formidable force in any situation.
The gift of Cosmic Colossus was passed down through Caine’s Native American ancestors, a power that originated not from earthly forces, but directly from the stars themselves. It began with a celestial encounter long ago, when Caine's first ancestor, Takwah, a great warrior, was chosen by the night sky during a fateful vision quest. On a night when the stars shone brighter than ever, Takwah sought wisdom from the heavens, offering his spirit to the sky in exchange for the strength to protect his people. In response, the stars above shifted and aligned, sending a torrent of starlight cascading down upon him, binding his very being to the cosmic forces.
This celestial power wasn’t an earthly force; it was the raw, untapped strength of the stars themselves—fiery, ancient, and infinite. The stars granted Takwah the ability to harness the essence of the cosmos, amplifying his physical prowess far beyond normal human limits. His muscles became vessels of stellar energy, pulsing with the power of supernovas and quasars. His strength came from the stars' light and gravity, and with it, he could lift massive boulders, move mountains, and withstand blows that would shatter a normal human body.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
Roots slowly extend out from Carpathia, their ends glowing gently. They hang suspended in the air as Carpathia speaks into an acorn under her breath. After a minute, the roots all rapidly withdraw beneath Carpathia's skin.
All of the events that transpire in a location, all the thoughts and feelings of the creatures that inhabit the area, all of these things come together to form a spirit that reflects all these things. Technically, the entire universe has formed a spirit. Carpathia is just able to speak to a specific piece. But these spirits are unknowable, and if Carpathia is not careful she can be overcome by the sheer weight of the history around her. The world is rarely so directly hostile towards one of it's inhabitants, especially one as tied to it as Carpathia, but it can overestimate her psyche.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use Acorn to activate this Effect. 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 Charisma + Influence at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The Godking approaches his unruly subject and slips a wad of cash into their pocket, his decree spoken unto them.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. You must use up $5,000 USD in order to activate this Effect. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
All pigeons love, respect and listen to Pombo and whatever they have to say.
Approved by group leader.
Exert your Mind and spend a Free Action to activate. Select a Creature within 20 feet. This Effect cannot be used unless Only works on pigeons and Do a funny dance. You must use up Birdseed in order to activate this Effect.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
As a decorated plumber, you apply the skills attained from the pipeline to all aspects of life.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival 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 revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie 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 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish 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 4 Damage each Round on your turn, 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 shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.