All your life, you've spent your time convincing yourself that you didn't need anyone else to live decisively. The facade is cracking. All your faces are spilling out from the rifts, but none of them alone could resolutely be called "Koriol Celestheryne".
Spend a minute. You must actively and obviously use any object with a reflective surface 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 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 Koriol punch a reflective surface, before his skin shatters into pieces. He picks himself back up, but is he still the same person? Debatable.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
All it takes is a little blood for a Kindred to survive, if not thrive, indefinitely. Incredibly hardy and no longer needing niceties like "Air" and "food or water," the only weakness of the kindred is its infuriating need to rest during the day so that it may hunt during the night. Yet, even that is not so bad, for without dreams of a darker tomorrow, how would one be inspired to make things worse?
You gain the following benefits at all times.
You no longer require any 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.
Instead of food and water, you must consume Blood 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.
Liz lets out a squawk, growl, or other appropriate animal noise, and the animal understands her.
Liz is in tune with the animals around her, and can talk to them.
You gain the following benefits at all times.
You may understand and communicate to Creatures as if you are fluent in a relevant language.
Preston uses his magic wand to move shit that's far away. Sparkles appear at the tip of his wand and also on the object that he's manipulating.
You gain the following benefits at all times. You must actively and obviously be using A polished wood or metal rod (wand) to gain the benefits of this Effect.
As long as you maintain Concentration, you can take Actions and interact with things that are within 300 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 6 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Ajax knows the beauty and majesty of his Mother's work quiet well. He has always wished more people could appreciate her, and with his new ability he can ensure they witness the wonders of Nature and experience it's beauty for themselves.
To do this Ajax must violently rip their heart from their body, symbolically severing its connections and fill it with Nature's power. This causes plants to grow on the heart and roots to penetrate the delicate flesh, as their body is filled with power and their mind flooded with visions. Ajax gives these blessings in the hopes that they will inspire those who bear them to spread word of Nature's beauty and power.
List of possible Augments
Augment: Balm of the Forest (+2 dice to stabilizing injuries)
Augment: Call of the Wild You have access to the functionality of a smartphone at all times
Augment: Nature's Fury Your unarmed attacks do +2 Weapon Damage instead of -1
Augment: Hollow of the Heart Your heart functions as a hidden pocket. It can hold no more than a briefcase (15 liters)
Augment: Mantle of the Earth (2 Armor)
Augment: Blessing of Sylvan Sanctuary You do not suffer harm from heat, cold, pressure, or lack of oxygen in a forest, provided that challenge normally exists in a forest.
Augment: Speed of the Squall Your Free Movement is increased by 10 feet
Exert your Mind and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Ajax reach into his targets chest and pulls their still beating heart out. Plants and roots begin to sprout all across the heart. Anyone watching will feel an incredibly uncomforatble itching sensation in their chest, as if roots are growing through their own heart.
A shiver goes down your spine as you duck into cover. The door slams open, leaving you vulnerable once more. The bullets of the firing squad *whizz* past you as you dodge with comically competent precision, grinning madly.
You're in the big leagues now, boyo.
You gain the following benefits at all times.
Your Perception rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. 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.
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.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. 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.