“His fellow pawns strode forward in hopes of becoming a better piece.”
“But this pawn wants to move past the confines of the board.”
“No longer wanting to serve to the player.”
“To leave it all behind.”
“But in the end, it’s still just a piece.”
You gain the following benefits at all times.
Your Dexterity rating is increased by 2. 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).
Possession of this Power grants the following Battle Scar: Left Shoulder Subluxation and Right Shoulder Subluxation.
Possession of this Power grants the following Trauma at all times: Terror and Bereaved.
You also gain the following effects:
Nobody is able to stop you. You are a force of nature, they just don’t know it yet. How often did you get shot or stabbed already and you shrugged it off, each time, again and again.
They see the impact but no he seems to not care at all.
“How would I even imagine that I could achieve my dream, if I let my self get stopped by that?”
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
Suturing wounds
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Science 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.
Possession of this Power grants the following Trauma at all times: “I can fix this!!”.
Clint can use a length of rope, string, or his signature bolo tie to act as a whip. This will extend out to 30 feet regardless of the length of the rope and grip, slap, punch or grab almost as if it was a human hand.
You gain the following benefits at all times. You must actively and obviously be using a lasso to gain the benefits of this Effect.
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 stretch to reach an additional 30 feet.
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.
Your Extra Appendage is incapable of fine object manipulation.
Rupert holds his crucifix in front of him and says the phrase "Videre Malum". The crucifix briefly glows with a golden light, and Rupert becomes aware of any demonic entities nearby, though they are also alerted to his presence.
Exert your Mind and spend an Action. You must actively and obviously use a crucifix to activate this Effect.
You automatically detect all Demonic entities within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
Even if there are no Demonic entities within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
Coughing, the surgeons hands dance across the patients wound at inhuman speeds. Blood and mud cake the needle as its worked through flesh. Soon the arm is reattached, and an hour later the arm flexes with new found strength.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
Possession of this Power grants the following Battle Scar: Wheezing (You cannot shout or raise your voice above a whisper. After physical activity, you wheeze loudly and suffer a -2 dice penalty on Stealth rolls.).
You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. 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 + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying: