As the user’s skin falls to the ground in a gooey steamy mess, it is replaced by the disguise, as though the user’s original skin was simply an elaborate costume.
While the from the outside, it appears the user is being flayed alive, they are in no danger as the skin sloughing off is comparable to the dead, first layer of skin most people have.
Exert your Mind and spend a minute.
Your appearance changes to A Middle Aged Asian man named Takahashi Kyora. The disguise lasts until you either activate a new disguise, or choose to end the effect.
You are only able to shift into the one predefined appearance. This 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 cannot directly mimic an existing person. You cannot alter your clothes. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The user’s skin seemingly slough off to reveal the tissue and bone beneath.
Charles stares at the target, slowly, carefully manipulating his telekinesis into a small thread that slowly infiltrates into the targets brain. Using his telekinesis thread to navigate through the brain then slowly intercept the electrical signal, it starts to stimulate the memory portion of the brain then absorbs the electrical signals. Stealing the signal and allowing Charles to read and understand the signal.
Exert your Mind and spend an Action. Select a Living, Animate target within arm's reach. This Effect cannot be used unless Telekinesis is activated. You must maintain Concentration while the effect is active. Roll Perception + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
This Effect is not obvious, and the only sign you are using an Effect is a stare at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Coriolis can move the objects around, feeling each delicately as if by hand.
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 8 in place of your Brawn rating, a Mental Agility of 6 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
You may Exert your Mind and spend an Action to determine the target of all projectiles 75 feet for the next Round.
Possession of this Power grants the following Battle Scar: Paraplegia: The alteration of your nervous system leads parts of your body to not respond.
Possession of this Power grants the following Trauma at all times: Tactile Trauma: You must roll Trauma every time an ally takes a Severity-4 or higher injury.
The boy touches his surroundings imparting some of the curse that fallows him into it. when another target triggered the trap the curse spreads to them bringing instant misfortune, sharp objects fly at them, they fall down stairs their phone explodes, or other damaging mishaps.
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 50 feet. This trap lasts one day or until triggered or disarmed. Roll Intellect + Occult Difficulty 6.
The trap looks like a faint black mist. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid or destroy it.
When setting the trap, specify the condition under which it will trigger. The trap can trigger against a target in the trapped region. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
Sara made up a mental mindscape, having her Imaginary friend rip her own traumas out in order to suppress them permanently. she learned to extend this type of suppression to others, and will ensure
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, 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, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to Do not harm poisonous and venomous creatures for the next month. If they violate this rule, your treatment is immediately reversed.
Rajhad has trained his entire life in the Art of Strangulation - a superb expert in grappling, he is most dangerous when he has someone to squeeze.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for grappling and choking. The target's Armor is fully effective against this damage.
You also gain the following effects:
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
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.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
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.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.