???
...whose weaponry is determined by the rules in the Extended Description...
Each time an alternate self is summoned via this gift, a D20 is rolled to determine what weapons - if any - that alternate self has with them.
Possible outcomes:
✦ [1] ⟶
✦ [2] ⟶
✦ [3] ⟶
✦ [4] ⟶
✦ [5] ⟶
✦ [6] ⟶
✦ [7] ⟶
✦ [8] ⟶
✦ [9] ⟶
✦ [10] ⇾
✦ [11] ⇾
✦ [12] ⇾
✦ [13] ⇾
✦ [14] ⇾
✦ [15] ⇾
✦ [16] ⇾
✦ [17] ⇾
✦ [18] ⇾
✦ [19] ⇾
✦ [20] ⇾
This Effect activates whenever someone uses their Will to Survive. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. This Effect cannot be used unless only a single alternate self is slated to be summoned per activation. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you instead witness the appearance of an alternate self that is openly hostile to you, your allies and your goals. Unlike non-hostile alternate selves, hostile ones may refuse to follow any commands you give and cannot be ended prematurely at will.
Summon up to 3 Sapient alternate selves at your location. They last for two hours or until they move more than 150 feet from you or 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.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: Mental Haze.
"He stays still for one minute and one,and minute only,afterwards it's really hard to keep track of him in any way.
Be by him simply dodging a punch to the face or running at full speed. "
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
Waving the goody-bag as if snatching something from the air in front of you, an object within 30 feet is snatched up by ethereal hands and folded into a space between reality. Opening the bag and shaking it drops a stored item on the ground in front of you.
Spend an Action. You must actively and obviously use a technicolor goody-bag to activate this Effect.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached. You may Exert your Mind and spend an Action to stash items in others' possession, but they automatically notice that you stole the item.
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 only use this Effect once per day.
In a state of maximum energy, the leaking energy can be dispersed to counter gravity.
Exert your Mind (unless you win a coin flip) and spend an Action. This Effect cannot be used unless you are powered-up and you are in Pure Energy state. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. 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 energy. You don't require extra clear space on any side in order to fly, and get +2 dice for any rolls made to maneuver in mid-air. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your energy via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
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.
You may only use this Effect once per day.
By focusing on whatever item Ollie has his sights on, the area surrounding him gives off a small, but swift reverb. If anyone is nearby, they would feel a noticeable, but weak force. Hyper focusing on the item, and through enhanced neural activity and his preferred action, the item lifts; completing the agitation process and performing, “telekinesis”.
Exert your Mind and spend an Action.
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. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 2 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: Small stitches surrounding his forehead that are permanently in-place until further testing is met..
Mikula Selyaninovich, the legendary bogatyr, was known for his unparalleled strength, not just of body but of presence. His very being carried the weight of the earth itself, and those who stood before him felt as if they were being crushed under an invisible force. Harry Johnson, striving to embody this immense power, taps into the legacy of Mikula when he unleashes his “Crushing Gaze.”
When Harry activates this power, it’s as though he draws upon the ancient strength of Mikula, whose connection to the earth and its unyielding force was unmatched. The air around Harry becomes dense, heavy with a primal energy that can be felt even by those unaware of its source. It’s not something seen but something sensed—a deep, instinctual recognition that the man before them carries within him the spirit of an unstoppable force.
For those who meet Harry’s gaze, the experience is overwhelming. They are suddenly gripped by the same crushing pressure that Mikula’s enemies must have felt, as if the very ground beneath them is pulling them down, dragging them into the depths of the earth. Their mind buckles under this invisible weight, assaulted by the sheer power of Harry’s presence, which echoes the ancient bogatyr’s legendary might.
This is not just fear—it’s a confrontation with the raw, unrelenting power that Mikula embodied. The target feels their own insignificance in the face of such strength, a mental and spiritual blow that leaves them shaken to their core. Even after the moment passes, the lingering sense of dread remains, as if they have glimpsed the true depth of Harry’s potential to embody the legendary bogatyr.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Brawn + Influence 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 may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
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.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.