ASDF
You gain the following benefits at all times.
You are permanently and visibly transformed: a Sleep Demon. You are considered to be a Sapient, Non-Living being when targeted..
Your body is adapted to dodging. You receive +3 dice on non-attack rolls related to dodging.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Your appendages have 30 feet of reach.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Trauma at all times: Anti-Social Personality Disorder.
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.
The Severity of any Injury caused by Holy Materials is increased by 2.
When using telekinetic powers to move something, there is a visible warble in the air and light around his head and the target that he moves. The effect is not too unlike that of telekinetic abilities in Lego Videogames.
Exert your Mind and spend an Action.
As long as you maintain Concentration, you can take Actions and interact with things that are within 10 feet without needing to physically touch them or be near them. Lasts for two hours. 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:
Moht calls upon the power of his dark god, Moht, to change his features to appear as a normal human.
Spend a minute to activate.
Your appearance changes to Max. The disguise lasts for two hours, or you may end it early at will.
You are only able to shift into the one predefined appearance. This new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
It’s eyes dilate as long tubes of flesh covered in tiny hairs protrude out of its arms and legs. It smells the terror brought about by its hunt, and they cannot escape its looming grasp.
Exert your Mind and spend an Action.
You automatically detect all Stressed Creatures within 300 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.
Any Stressed Creatures detected while the effect is active are “marked”. You will continue to detect them until the effect ends, no matter how far away they move. You will also continue to detect them after the effect ends, so long as they remain within 300 feet of you.
You receive the scent for each being you detect.
All Stressed Creatures who you can sense are equally able to sense you.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see sphincters opening up on Wei’s arms as long, puffy scent organs pulse outwards.
Using a lighter, With a spark, a small flame, holding it up to his mouth, Jerry blows on the fire from the lighter causing a large burst of fire akin to a flame thrower
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use Lighter to activate this Effect.
You may start a new fire as large as a fire in a residential fireplace at your target. You may create 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 3 Damage per Round, 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 depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Pyromania.
A black, hooded cowl that silences the wearer inside it.
Exert your Mind and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
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 engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects: