Ever the master of changing appearances, Sarang's skill with a makeup brush is unparalleled. This amount of skill and resulting praise has however trained him to walk the world looking at people's faces and forms as canvases for him to make over. Well, now, with a precise swipe of any makeup brush over any feature he wishes to tweak, this calling of his can be fully realized. By the end of the grand makeover, your form may be anywhere between fully skinned, or shaped entirely different from the comfort of your identity--isn't changing so exciting?
"Femininomenon" is the title of a Chappell Roan song. "You're changing, can't you see?" is derived from a similar lyric in IVE's song "Accendio".
Exert your Mind and Spend an Action. Select a Living target within 45 feet. You must actively and obviously use a makeup brush to activate this Effect. Roll Charisma + Performance at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Coded script rolls over the glass eye, calculating distance before folding space to deliver the wielder to a location they can see. Works especially well through placed Wards -
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Miss the Landing (Severity 4 or Off Target).
You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.
You may also Exert your Mind and spend an Action to Travel in a random direction without any knowledge of an endpoint or destination. Roll Intellect + Technology at Difficulty 6 to safely arrive without any consequences.
A flicker of red appears in Everblue's eyes... A fold of reality, twisting and turning around his person, multiple hexagons appear around his person, forming a protective layer of mana.
Spend an Action. Select a Animate target within arm's reach. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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.
Effect: Maws and Claws - Your unarmed attacks do +2 Weapon Damage instead of -1
The package Vanessa received at first looked to be a normal pair of gloves. As she put it on though, she could feel something slipping under her skin and into her arms. It was painful and uncomfortable, but it didn't look bad when it finished taking over her. When the pain was gone, the glove seemed to blend in with her skin to the point where she couldn't even pull it off. Her arm definitely felt different though.
Though visually everything looked fine, feeling her arms would reveal that their insides felt much thicker and harder than bones should feel.
Exert your Mind and spend eight hours. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The user taps their Bell, and upon doing so creates a yellow bubble-shaped barrier around the target that protects the target and everyone around it.
Spend an Action or Reaction to activate. Select a Animate target within arm's reach. Roll Dexterity + Athletics at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from your target, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Nothing can pass into the bubble until the barrier is broken. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Gift's Cost is capped at 2 and cannot be increased further.
The gauntlet activates, and text scrolls along it. A holographic cube appears in front of it, turning over in the air, showing snapshots of the area as it moves backwards in time.. before showing the scenario in question. If not possible, it just shows pretty colours.
Spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn the following information about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
You cannot investigate the same area more than once per day.
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.
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
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
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.
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.