When in an appropriate light level, Luci's shadow will flare and begin dripping upward like molten ink. It wraps around her arm like a coil and imbues itself into her writing utensil. Luci doodles down what she desires to create. If the drawing is competent enough, her shadows will pool around it and she'll be able to reach into the drawing and pull out whatever item she drew. The drawings can be predone so long as they follow along with the proper prerequisites.
Take a Severity-1 Injury and spend 1 minute to activate. This Effect cannot be used unless Luci must be in sufficient darkness or shade to use this power.. You must actively and obviously use Writing Utensil and a Drawing to activate this Effect.
Choose an Object which could fit inside a messenger bag (up to 10 liters). It cannot be Alien and must be relatively basic. You can create explosives, but they are limited in size to being no larger or more powerful than a satchel charge. You may create firearms.
Roll Perception + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Created item lasts 1 hour.
You may keep up to three fabricated objects at a time that do not expire after an hour.
Charlie may be a focused and driven hotshot surgeon, but his hobby is big game hunting, and he is quite proficient at it.
You gain the following benefits as long as engaged in combat with hunting rifles.
Your attacks with hunting rifles deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
Sheriff Perkins can flash his badge and bark out orders to a person or a crowd, and they will have trouble ignoring his command.
Spend at least one Action to activate. All Sapient, Living targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected 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 the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in minutes. 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. Commands can put the target into a potentially self-endangering scenario, including Combat, though you cannot force a target to directly attack themselves. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
This Gift's level is capped at 2 Gifts and cannot be increased further.
HPEE - 01 has no such need for poultry air, food, water, or even sleep thanks to military grade server parts that can run for long periods of time.
You gain the following benefits at all times.
You no longer require any sleep or air in order to survive.
Instead of food and water, you must consume 1MJ of Energy daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.
Zeppelin responds to whoever communicates with him.
This Effect activates whenever the blimp is talked to. It does not require an Action or Exertion. Select a target within 300 feet of you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The void is far more forgiving anf maleable when it comes to bending space and experiences Void Traveler will know how to use this to their advantage. Athena, being one such Void Traveler, is abke to use this to her advantage. In order for it to be easy and painless, traversing between the two planes, it pays for Athena to have a gift of the void somewhere on her body to make the transition easier.
Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. This Effect cannot be used unless She has to have at least two Warp Form Augments on her in order to use Warp. They must give no functional benefit.. Make a Trauma roll when you activate this Effect.
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.
You may activate this effect while in free-fall, as long as your target Location is a surface on which you can land.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Sometimes in the process, a little water will get lost, and the aquamancer may be a little hurt by the transformation.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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.
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.