The upper layers of skin and flesh on Freddy’s body, have been infused with technology, that can in mere milliseconds adjust to its environment like an octopus.
He used that ability to get up and close to the target and take them out without them even knowing.
Freddy has used this ability on people he thought to be loved ones, only to see them for what the really are. All of them are liars and crooks.
It’s a large field on a sunny day. It is warm outside and quiet. A sole man is standing in this field, all by himself. He knows that his time has come. He can hear the sound of someone cocking a gun right behind his head. He turns around to see who the person is, that is going to take his life but he sees nobody behind himself. At that moment a shot goes off penetrating completely through his skull, as the man falls to the ground. It’s a large field on a sunny day. It is warm outside and quiet.
Exert your Mind and spend an Action.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: Paranoia.
When Kirito eat the amount of flesh he need, his right arm will start to release a dark smoke from his flesh and Kirito will be able to create a pure darkness area around 60ft. The whole area will be cover in pure darkness which will make anyone inside the area will compleatly unable to see while inside the area of pure darkness.
Exert your Mind and spend an Action. Select a Location within 60 feet of you. You must use up Consume 250g Meat in order to activate this Effect.
You create a hemispherical dome of Pure darkness originating at the chosen Location, with a radius of 60 feet, and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
The same careful precision and dexterity that goes into making her signs have only been exacerbated by the rapid change her body is undergoing. Be it with snakelike strikes or the swipes from her razor sharp claws, it’s a very expressive style of self defense.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
Possession of this Power grants the following Trauma at all times: Genetic Memory: At the GM’s discretion, you may roll self control. On a fail or botch, you switch into the mind of one of the subjects you have absorbed..
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
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You gain the following benefits as long as you have your asdf.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: asdf.
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:
The Well's Gallery is the prime manifestation of Luci's power-set. The Gallery is a holding space within The Well hidden within her shadow and barring very few people, she is the only one that can access it. She can be creative about pulling things in an out of the Gallery, but most of the time, she crouches down and dips her hand into her own shadow, parting it as if it were a thick viscous ink before pulling out her desired object/entity.
The Gallery, from the inside, manifests as... well, a gallery. It is a rectangular room- like a long hall museum exhibit with a tall domed ceiling that hangs some well crafted chandeliers purely for decoration. The walls are simple- a base sky amber with white diagonal lines. The floor is a classic tarrazzo flooring system with an off-white color that resembles polished stone.
Items that are stashed within The Gallery are stored as exhibits. Most of them appear as snapshots in time on paintings or murals, taken when they are first stashed. But for more sapient targets that can not easily be contained in pictures, they are put inside of a 15 foot by 15 foot by 15 foot indestructible display case.
And at the very far end of the room, Umbra is imprisoned within her own display case, brooding and generally being rude. Luci is always keeping tabs on her and preventing her from exercising her own will, but sometimes, that isn't easy.
Spend a Quick Action. You must use up 1 liter of ink in order 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 any targets in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 7 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Time is effectively frozen in your Stash. Sapient targets still experience a local passage of time inside the stash, and this does not extend the duration of Effects inside the stash.
Animate targets may Resist being stashed. You must Exert your Mind to stash Sapient targets.
After taking on multiple spirts, another reaper, and a physical manifestation of fear and nightmares, Penny’s and Valerie’s mental defenses have proven strong, but only barely strong enough to survive. But their mental fortitude seems to be expanding, growing, as if she was only half awake before. Almost, in an ironic twist, more alive.
You gain the following benefits at all times.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
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 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: