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You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
The barrier takes the form of a sphere of honeycomb-like walls made from smaller, tessellated transparent white hexagons.
when attacked these barriers bounce back the attack as if they were rubber.
This Oofio's self defense mechanism that he activates in tough situations to keep those who may harm him far away. Those that Oofio trusts or those with kind pure intentions may go through however.
Exert your Mind and spend an Action. Roll Brawn + Alertness at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. 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.
"He squashed the bandages on his palms,soon they took form of long human arms,making a near perfect synthetic copy of two human arms,wrapped in bandages."
Exert your Mind and spend an Action. You must actively and obviously use bandages to activate this Effect.
You gain 2 additional limbs that function as standard human arms and hands. Lasts two hours.
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.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your appendage has its own agenda (give others medical attention), which it will attempt to follow. You must roll Self-Control to reassert control when this occurs. If this occurs during Combat, it gets its own dice pool, and stopping it costs your entire Action.
The psychic power to speak any language spoken by Man, to read any language can be summoned by a latent psychic, tuning into the psychic emanations radiating from the speaker or from the written material. Typically Xander's eyes roll up white for a moment when this ability manifests, accompanied by psychic emanations - typically in the form of vibrating glass, ringing in the ears, or an ache in the teeth.
While this effect is intentional, it always has the low level effect of conveying the dialect, region, & similar of any speaker Xander encounters. Xander currently requires a Tuning Fork to properly attune to the vibrations..
Exert your Mind and spend an Action. You must actively and obviously use A Tuning Fork to activate this Effect.
You may understand and communicate to humans as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Whenever you encounter a Language you could commune in with this Effect, you immediately understand which language it is, the dialect, region, and other details about it.
As an esper, Aira was bound to develop telekinetic abilities in some way, and now she has. A purple aura constantly lingers over her form and any objects she wants control over. With her limited abilities... Perhaps she'll go far
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Disfigured.
Performing a ritualistic dance with her staff in hand, Runa causes damage to herself, blood is spilt and kitsune in human form appears fully clothed as I wish and says "Mother." bowing.
They are my familiars and my children both They are born of my blood and my magic. They will have roles and I will have them live as normalish children when not on mission.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon up to 3 Sapient female Kitsune in human form one black fox tail and black fox ears look to be 16. 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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
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 influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.