A translucent, slightly glowing, blue bubble surrounds the targets, shielding them from harm.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. Roll Intellect + Alertness at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from your target, which absorbs 2 times the next (Outcome +6) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. 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.
Points of light show within Dr. Lamech and their patient's bodies like tiny stars where he touches. By directing and manipulating spiritual energy in the injured person, the doctor accelerates and promotes healing, forcing the wound to heal cleanly. Unfortunately the strain on the target leaves them open to haunting or possession by opportunistic spirits.
The Doctor has received a medical manual of spiritual healing, or Reiki. Despite his distaste for what he considers pseudo-scientific quackery, after reading the manual and practicing the techniques, he is in awe of the results. By laying on hands, he is able to feel and redirect the energy in people's bodies, speeding the healing process to supernatural levels.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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.
With a mask covering his face, it is almost impossible to tell that his eyes have been replaced by a creature whose origins are shrouded in mystery and his presence instills fear by those who know of the danger: Goose, the duck. Of course, this is all just exaggeration, but the perception of Icarus' long lost animal companion hold true to their rumors, granting supernatural marksmanship and weakpoint targeting to the half-orc.
But trauma never goes away without lasting effects, or visions of what you have lost. In times of terror and grotesque physique, the eyes of Goose see under the surface, laying the path to much worse than meets the mortal eye, leaving the woefully unprepared more vulnerable. In simple terms, Icarus has become more open to the eldritch horrors that scrape the minds of their sanity.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Due to the blessing Thumb has received, his body has evolved and become larger, with more sculpted features. Additionally, his eyes are now glowing a fluorescent green.
'Orangutan' means "man of the forest" in the Malay language. Thumb takes this name to heart as his blessing has given him domain of the jungle, and it's towering trees.
You gain the following benefits at all times.
You are permanently and visibly transformed: a slightly larger than average orangutan with glowing green eyes. You are considered to be a Sapient, Living Creature when targeted..
Your body is adapted to climbing. You receive +3 dice on non-attack rolls related to climbing.
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)
While in Rainforests, 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.
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.
Charles hones his mind as strings wraps around him, like that of a puppet. Silent and indiscernible, slowly it lifts him into the air. Each string is made of his mind, a thread of his telekinesis that when he hones his mind to activate, is already easily manipulatable evermore so.
Exert your Mind (unless telekinesis is activated) and spend two Actions performing the following ritual: charles focuses his mind as he says out loud "as light as a feather, like strings on a puppet, we fly". his hands straightening out as thing near indiscernible comes out from them, wrapping around the rest of his body. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. 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:
Filler
You gain the following benefits as long as you have your fller.
Your Intellect rating is increased by 2. 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 Battle Scar: disfigured.
Possession of this Power grants the following Trauma at all times: yadda yadda.
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:
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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 detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.