The Donfather whistles as a group of 3 comically large men in suits rush from around a corner or something. Whatever is most cinematically convenient.
They all look like king pin or like those goons that Mr. O' Hare had in The Lorax
Exert your Mind and spend an Action.
Summon up to 3 Non-Sapient, Animate Musclehead Boys at your location. They last 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.
Possession of this Power grants the following Battle Scar: Tiny Hands - You got tiny little rat hands. (You suffer a -2 Dice penalty when using your hands to use an item too big to handle).
Possession of this Power grants the following Trauma at all times: My Boys! - You care very deeply about your boys. (Whnever one of your boys would be killed, make a Self-Control roll not to act out in grief.).
Mansquito’s mutated body possesses super humanly powerful adrenal glands, allowing him to put on intense bursts of speed for a short period of time, making even the fastest creatures look slow by comparison.
You gain the following benefits as long as In Combat.
You can run at two times your normal movement speed.
Anthony bears a brand on his forehead in the shape of the inverted cross. On close inspection, the brand seems to smoulder faintly while he is deep in thought, and almost seems to emit a faint light.
The source of Anthony's preternatural genius is not his own - it is the Lord. Through his brand, the Lord offers visions and insights to Anthony: never anything precise or anything complete, but enough that they allow him to make leaps of logic impossible to normal people, and to think, act, and respond quicker than is humanly possible, as his thoughts are completed by the Lord in the same span as he has them. The knowledge almost always comes in metaphor or visions, never direct conclusions, and serves less to provide completely new information to Anthony than to highlight details or make connections between things he already knows, but would be unable to combine on his own.
You gain the following benefits as long as you have your scar in the shape of the inverted cross on your forehead.
Your Intellect rating is increased by 1. 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).
Possession of this Power grants the following Trauma at all times: Obligate Savior: You must roll Self Control in order to break one of your limits.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Green flames engulf my hands, upon touch, the part of the target’s body is set ablaze. The flames start out green but after leaving my hands, they turn to normal flames.
Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a torch's flame at your target. 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 2 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 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.
My Sword Bounced off of nothing!!
You gain the following benefits at all times.
You have 5 Armor, which only reduces damage taken from Attacks from Melee Range. Any armor piercing effects from Attacks from Melee Range are ignored. Armor from multiple sources does not stack.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
N/A
Exert your Mind (unless you win a coin flip) and spend 15 minutes. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Alertness at Difficulty 8.
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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
You may treat Severity 1 Injuries without making a roll or paying the Exertion cost, so long as they were not self-inflicted as an activation cost for an Effect.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult 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 only have 1 active barrier 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.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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).
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 Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.