From where she touches the pelt, changes spread, fur begins to grow or recess, bone structures change, and her whole body shifts into something much more comfortable. Be it a way to manage her transformation in public, or a way to feel more free at home, she can now just be how she wants when she wants to be it.
Spend a minute to activate. You must actively and obviously use an animal pelt or fur to activate this Effect.
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 cannot alter your clothes. You may add inhuman features to your disguise. A disguise cannot affect your Attributes or other stats.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
Ellis has become one with the bomb, allowing himself to re-integrate his body back together when it has been disintegrated in an explosion, and can even save another person in this manner, providing he was able to reach them before the explosion went off. Anyone watching the area for ten seconds or so after the fact would see a sort of abstract impressionist painting of him, dots expanding apart and then reforming into a solid person.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless you are within the radius of an active explosion.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
You leave an image of yourself in an abstract impressionist style exploding and then unexploding in slow motion at your location.
She twirls as clouds of pink dust cover her body, and as they dissipate she is revealed to be in her transformed form
Exert your Mind and spend a Quick Action.
You transform into Magical Sailor Moon outfit, with hair turning pink (in twin tails) for 3 minutes. You have access to all of your Powers while you are Magical Sailor Moon outfit, with hair turning pink (in twin tails), and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Attributes are the same.
You do not suffer any Penalty while in your Alternate Form.
While transformed, instead of your normal clothes and equipment, you are equipped with: Magic Sailor uniform (3 Armour) + Magic wand(Assault Rifle)(Charisma + Performance)
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
n/a
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use staff to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Occult at Difficulty 6.
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.
a fighting style utilizes quick and efficient strikes or slashes to overwhelm a target
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
Moe’s ongoing mutation has altered his brain chemistry. He now has the ability to completely disregard physical and mental strain, but his mental state and self control have deteriorated further…
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: When faced with a new opportunity to kill your opponent in combat, you must succeed a Self-Control roll to resist.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
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. Your target should be intuitively based on the triggering event. 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 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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.