Nathan projects his spirit, taking control over the target's reflection, possessing the nearby reflective surfaces while doing so. The target perceives their reflection communicating with them, with odd behavior, and sensations that overlap both the mirrored surfaces that the reflection occupies and their own mind.
Spend an Action. Select a target any distance away from 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. This Effect cannot be used unless you have seen the target's reflection in-person, the target is willing to communicate with you (allowing the effect to take hold), and you are possessing a creature.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is the target's reflection appearing in your eye. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Kitty can use zir inverted soul to transfer some Antimana into an object, rendering it resistant to magical attacks, or extra powerful when used against magical beings
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. This Effect cannot be used unless the bonuses are only granted against attacks by magical weapons, or magical entities. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you destroys the object. You must actively and obviously use prism to activate this Effect. Can be used on Armor.
Lasts the next day. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed. Upgraded Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
You may upgrade any number of Objects within a 10 foot radius of your target.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Standing at a safe distance, with a clear line of sight to the sky and the location he’s targeting, Ethan Storm prepares to unleash his unique ability. His eyes fix on a point in the open field, 60 feet away. The air around him grows tense, charged with anticipation.
Ethan extends his arms, not towards the tornado, but outward, as if to embrace the vast expanse of the sky. His concentration is laser-focused, and the atmosphere responds to his silent call. Above the chosen location, the clouds begin to swirl menacingly, converging into a spiraling mass.
With a subtle movement of his hand and a deep exertion of his mind, Ethan commands the elements. A hemispherical dome of a tornado bursts into existence, its radius encompassing the 60-foot area he envisioned. The tornado is a whirlwind of debris and force, yet Ethan stands outside its reach, a master orchestrating a symphony of nature’s fury.
Spend an Action. Select a target within 45 feet. Roll Dexterity + Science Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift's Cost is capped at 2 and cannot be increased further.
Demonic features lasting from his time in hell. His hooved feat drive his movement with speed and power. His hell endured body lasts the hotest deserts.
You gain the following benefits at all times.
You are permanently and visibly transformed: _Goat like eyes, as well as small bumps on his skull in the place of horns. Hairy legs and hooves with custom shoes over them______. You are considered to be a Sapient, Living being when targeted..
Your body is adapted to Running. You receive +3 dice on non-attack rolls related to Running.
While in Heat, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
The Changeling's true form resembles that of an ashen blue humanoid with bent horns, multi-colored eyes, and two massive black tendrils that seem to unnaturally burst out of their sides.
You gain the following benefits at all times.
You are permanently and visibly transformed: Blue Oni. You are considered to be a Sapient, Living being when targeted..
Your appendages have 30 feet of reach.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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.
Nice computer you have there. Would be a shame if something happened to it.
Exert your Mind and spend 2 Actions. Select a Device within 20 feet. Can be used on Alien technology. You must actively and obviously use Silly little rubber band to activate this Effect. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see If the device is self destructed, the hardware will begin emitting a multi-coloured boiling goop..
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Possession of this Power grants the following Trauma at all times: Must roll Self Control to avoid using this ability on any system which allow another being to be contained, such as cage locks or shipping containers..
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + 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 memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear 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 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 may change the appearance of your outfit. 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
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:
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
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 may change the appearance of your outfit. 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 cannot alter the appearance of your flesh and blood.