idk
You gain the following benefits at all times.
You are permanently and visibly transformed: Purple eye and strange markings all over his face. You are considered to be a Sapient, Living being when targeted. Your Intellect is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Possession of this Power grants the following Battle Scar: tinnitus.
The Severity of any Injury caused by Darkness/Corruption is increased by 2.
The trench coat slips open, and you see him. The Mind Goblin. Every greasy crease and hairy growth etched in your mind. Forever.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Sapient target within 20 feet. Roll Intellect + Culture Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see These three, disgusting, STD riddled goblinny nuts.
Possession of this Power grants the following Battle Scar: Smelly, -1 to social, cannot benefit from beautiful.
Nikki walks up to the group and smiles broadly. He strums his guitar in a pleasant chord progression that builds emotionally while singing instructions to the people enraptured with the seemingly improvisational private performance.
Exert your Mind and spend three Actions performing the following ritual: singing or playing guitar. Select a number of targets equal to your Charisma within 20 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
A sword style made to rebel against the user's fate. The sword is held in a reverse grip.
You gain the following benefits as long as you are engaged in combat with katanas.
+2 dice to all rolls with katanas. You may Defend against firearm attacks from any range using katanas.
You also gain the following effects:
Yellow Rabbit Animatronic Suit With Slight Wear and Tear
You gain the following benefits at all times.
You are permanently and visibly transformed: Yellow Rabbit. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Claws attack without additional equipment.
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 speak any coherent verbal language and must resort to other means of communication.
A creature wreathed in a cloak derived of constantly bubbling, writhing flesh appears after a golden censer fills with incense. It's five, glowing red eyes and gaping, unhinged maw rise out of the censer first, it's six arms grab at the censer's lip, and it crawls into full being soon after. Those who see it, at least in some corner of their mind, react as if wolves seeing a fire, like a base instinct of fear.
Exert your Mind and spend an Action.
Summon the one and only Sapient Daemogoth at your location. They last for two hours or until they are destroyed. They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
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:
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
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).
You also gain the following effects:
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
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 Objects 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.