You dash forward with an unnatural burst of speed, trailing black smoke in your wake as you slide next to the panel. As you take an extra second to ponder your choices, a discordant whisper that chills you to the core guides your hand to the correct button. You appear a genius to an outsider, even if you technically did nothing.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Bryan carefully folds together the paper in on itself, increasing its density and changing its shape to a shield-like form. The origami barrier then hovers around the user, and automatically moves, expands, and hardens to protect them.
Spend two Actions performing the following ritual: folding the paper and vocally designating a target. Select a Animate target within arm's reach. You must use up folding paper in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Intellect + Crafts at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may have up to 3 barriers active at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The rusted, chipped dagger glows faintly with shifting unnatural hues. When used, it distorts the air around it, leaving eerie afterimages and faint, unsettling whispers.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. You must use up Dirt in order to activate this Effect. If a target does not consent to the transfer, you must roll Perception/Alertness at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
Possession of this Power grants the following Battle Scar: Disfigured.
Possession of this Power grants the following Trauma at all times: Paranoia and The Fallen.
Feeling like his bite wasn't strong enough before to deal with a supernatural grandma, and nearly dying, Mako pushed his teeth to the limit, sharpening them enough that they now glimmer with a rainbow sheen, mimicking the hardened nature of naturally occurring shells and working more on maneuvering with his giant teeth, allowing him to do hit and runs with his teeth while mangling any armor that will keep him from the next meal.
You gain the following benefits as long as Only applies to body part weapons and you are engaged in combat with Knives.
Your attacks with Knives deal +3 Bonus Damage. fully effective
You also gain the following effects:
Project Shining Star's goal is to research the perfect body for an immortal soul for the betterment of humanity. Having captured a "celestial" being, Researchers have managed to take what they can and recreate the results for research purposes. Applying such to 12 willing subjects, who's offspring carry what is referred to the Night Sky.
Subject Shining Star's Lucky-13 has the most promising of these subjects. Of whom were the first, of thousands set to be made after the research is complete
You gain the following benefits at all times.
You are permanently and visibly transformed: A Body without a true soul of it's own. You are considered to be a Sapient, Non-Living being when targeted..
While in Highly Radioactive Zones, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by Holy-Forged Weaponry is increased by 2.
Kevin will begin forcing the whole world to be friends he no longer will allow bad friends to harm his good friends. Now if a friend breaks a promise to Kevin then the moment they do a horse wearing a black hood with a scythe appears and cuts their head off or removes their heart whatever is required to kill them as the reaper knows.
You may make an oath with a Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Say I promise 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 target 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 target, you must succeed a contested Intellect + (Culture or Influence) roll.
You may revert a penalty for breaking one of your oaths on any participant other than yourself.
The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to Say I promise.
It is obvious to your target that the oath you are proposing will be supernaturally enforced.
The same terms and penalties must apply to every party in each deal.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
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).
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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 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: