Ion is glowing slightly at all times. This comes from her body being bathed in radiation, but somehow not dying from it. There is a heat deep insider her, keeping her warm, power she can draw on.
This is Ion's core gift.
She fell into the heart of a nuclear reactor. After being fished out, and giving medical treatment, she still somehow maintains some of the effects of that radiation. All her power flows from learning how to use this.
You gain the following benefits at all times.
You are permanently and visibly transformed: Slightly glowing human.. You are considered to be a Sapient, Living being 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)
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Exert your Mind and spend an Action. Roll Intellect + Technology at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
Using a technique that requires your feet to be bare, he has gained the ability to leap far into the air.
Being barefoot has little to do with this new-found ability, it is merely the presence of the Corpus within him that is burning brighter
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are barefoot.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
In any vehicle, the spirit of the Acheron follows Trinity - steadying her hands against any counter-currents in her path.
You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
Hamil's tounge glistens silver as he speaks to a man in a fervant tone. He draws from the evangelising power of the passed martyrs and saints of the mendicant orders of old. The words he speaks a known to be his truth, even if they declare the sky green.
Spend one minute. Select a Living target within 45 feet. This Effect cannot be used unless you are actively conversing with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by trust. They will outwardly display their emotions in an obvious and visible way.
Actions they take may be extreme and out of character for them. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
This Effect is not obvious, and the only sign you are using an Effect is tounge glistens sliver. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Nightmares of the Antichrist: Your sleep is plagued with horrible nightmares of the Antichrist rising. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind Damage and Delusion that other Faiths are Invalid: You must succeed a Self-Control roll in order to not believe your delusion, even when confronted with compelling evidence, or in order to act in a way that is contrary to your delusion.
Mel furrows his brow and stares at the target, or object in question.
Mel attuned himself to the psychic imprint of the target, allowing him to follow them.
Exert your Mind and spend 2 Actions. Select a Sapient target within arm's reach. You may select a target at any range if you use up an object the target used to commit a crime of the target. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You cannot investigate the same target more than once per day.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
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.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.