Dr. Freeman is an artist of flesh. During surgery, he may alter a patient's appearance at will.
Exert your Mind (unless you are disguising the target to look like a specific person and use that person's body parts as fuel) and spend a minute. You must use up a section of skin in order to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. 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 may Exert your Mind (unless you are disguising the target to look like a specific person and use that person's body parts as fuel) and spend a minute to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see facial and skin transplant.
The user begins to flow a faint black and white aura, with their target also gaining a similar aura. The target will then mimic the exact movements of the user to a T unless they resist the effects.
Spend an Action to activate. Select a target within 20 feet. This Effect cannot be used unless The target must make the Exact same movements as the user. This means that if the user attacks, the target does too. If the user moves, the target moves too (and breaks free automatically if the range is left). You must actively and obviously use A Theater Mask to activate this Effect. Roll Charisma + Performance at Difficulty 6. may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the contested Outcome on the Effect activation.
You become fully restricted by this Effect, and are unable to resist it, though you may still attack or attempt to escape the binding as normal.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: The users eyes are permanently pure black. Not just the sclera but the users eyes are quite literally dark voids which no light can enter..
At one time, Amaryllis's arms were normal, unscarred, and white as a dove. She would wrestle with her brothers, surrounded by soft and fluffy couches, plug protected outlets, and edge protected tables. They were safe, mostly, until one gave another a shallow scratch with their fingernail. From even a single scrape, the children would ruin rugs and throw pillows as the Fleischer Family Curse took its toll, forcing them to make a sizable plasma donation to the house. They all knew the risks, of course, they had the band-aids and medical bandages on hand to stop the bleeding. They continued their roughhousing beyond earshot of their parents...
Amaryllis's mother, Dahlia, knew the truth of their family's curse. She understood that time was running short as Sorin had already passed away years before. She and her husband studied the occult, making a fortune by reading futures, holding seances, and investigating hauntings. The greatest ritual they ever developed was one to break their curse. She knew Amaryllis, the first-born, would need to be saved first, as soon as possible, before she followed Death to meet her husband.
Something was not right, Amaryllis had passed out early in the bloodletting phase of the ritual. She struggled against her bindings and exasperated the new cuts on her wrists. The long gashes and otherworldly lettering on her arms wept until they went blue. Dahlia completed the runes and smeared a circle in blood around her daughter before realizing that the ritual was faulty. She then realized that her baby girl was on Death's door. She rushed Amaryllis to the hospital in heavy bandages, but her body would refuse to close her wounds. Dahlia would die a year later, consumed by the knowledge that the ritual failed.
She was wrong.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
This base form has green skin and 'hair,' though the hair seems to seamlessly meld into the shape of the head. It doesn't have visible ears or a nose, but does have large black eyes.
Able to make "Finger Guns" that fire bullets made out of compressed flesh
You gain the following benefits at all times.
You are permanently and visibly transformed: Alien. You are considered to be a Sapient, Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
You may make a +2 Weapon Damage Ranged 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.
The Severity of any Injury caused by Corrosive is increased by 2.
Mandy's aim has always been uncannily sharp, as if an invisible hand is guiding her firearm. Whenever she utilizes a firearm she's familiar with, a tingle runs down her spine, and her pupils widen.
You gain the following benefits as long as engaged in combat with german manufactured weapon.
+2 dice to all german manufactured weapon rolls.
You also gain the following effects:
Fortuna tries to open a door she's unsure whether it's locked. Luckily it opens without much resistance. Last person to use it must've forgotten to close it.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach , which is not electronic and can be no more complex than a standard key lock.
You may lock, unlock, and/or open your target.
This Effect is not obvious, and the only sign you are using an Effect is Eyes flashing for a moment. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
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.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
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.