He lights a cigarrete (or joint/pipe etc, blowing the smoke is the most integral part) and says "Fuck them pigs" or "ACAB" or some other cop-derrogetory term.
He'll then get an intuition of the nearest cop.
Exert your Mind and spend two Actions performing the following ritual: Consumes a mind effecting substance and says "Here piggy piggy". You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect the closest of any Law Enforcement within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense their direction and distance.
If no Law Enforcement targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
a Calming blue, rotund slimey body that can shape and morph it's shape into whatever form is needed
You gain the following benefits at all times.
You are permanently and visibly transformed: Plasmoid. You are considered to be a Sapient, Living Creature when targeted..
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your appendages have 30 feet of reach.
You can squeeze through any cracks and passageways a cat would be able to.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Harry Johnson was haunted by the faces of those he had failed, each one etched into his mind like a scar that wouldn’t fade. Driven to the edge, he chose to blind himself, hoping that darkness would bring him the peace he so desperately sought. But in the depths of his self-imposed blindness, he found no escape—only a curse that bound him even more tightly to the world he longed to leave behind.
As his vision faded, his other senses sharpened in ways he could hardly bear. It was as if the spirit of Sukhman Odikhmantievich, a mystic bogatyr from his lineage, had awakened within him, refusing to let him turn away. Sukhman was known for his uncanny ability to see beyond sight, a gift for perceiving the world’s hidden layers. Now, that power had passed to Harry, manifesting as a twisted gift that denied him the relief he had sought in blindness.
At first, Harry didn’t understand what was happening to him. His sense of smell became overwhelming, every scent pulling memories to the surface as if they were embedded in the air. He could smell the faintest traces of sweat, metal, and fear lingering around him, scents that brought back battles he thought he’d left behind. Each breath became a reminder of those he had lost, each scent carrying the echoes of faces and voices he could not forget. It was as if the world around him refused to let him go, holding onto him with the smells of sorrow, blood, and regret.
Soon, he discovered that his hearing had intensified, too. Every sound reached him with brutal clarity, each noise carrying a sense of purpose he couldn’t ignore. He could pick up the faintest whisper from across a room, distinguish the intentions behind movements, and feel the emotions in people’s voices. The softest sigh, the quietest scrape of a blade—everything spoke to him, telling him more than he wanted to know. Silence brought no peace, only a tense anticipation that something would break it, each sound pulling him back to the present, refusing him the respite he had hoped to find.
But the most unsettling discovery came when he began experimenting with music, trying to find solace in the familiar tones of an instrument. It was only then that he realized the full scope of his curse. When he played a note on a flute, a string instrument, or even a drum, he found that the sound reached out into the world, bouncing back with a picture of his surroundings. Each note provided him with a map—a way to “see” without sight, an echolocation that formed a mental image of the space around him. Yet, every time the sound returned, it carried something extra—a ghostly whisper, a faint echo of voices from his past, like the world was forcing him to confront the memories he’d tried to bury.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Battle Scar: Complete Blindness.
Jeremy concentrates an especially large amount of will into a single, large rippling bubble, which he then lobs at his target, where it explodes in a burst of extreme force.
Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. You must actively and obviously use Bubble Wand to activate this Effect. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Influence at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.
This Effect has no visibility requirement.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
If you go a round without using your Movement, you immediately collapse and must remain immobile and resting for the same duration of time you previously spent moving.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Using the item requires River to hold onto the crystal that she is now wearing on a necklace until she drops unconscious.
Exert your Mind and spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. You must actively and obviously use A charged Crystal Pendant to activate this Effect. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host becomes incapacitated or is destroyed, you are forcibly evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You are able to engage in combat or take other risky actions without being forced out of the host’s body.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, 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 shake hands 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.
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).