Jacob has lied so many times it just comes natural to him. People just can not tell any more if he is lying anymore because he just is always lying. There is just something that about him that people love.
You gain the following benefits at all times.
Your Charisma rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Chip's a master at blending in, but can lose touch with who he really is quite easily..
When he first started flipping identities, the disguises we're subtle. Glasses, perhaps peroxide bleached hair.
After lots of time, anxiety, and an experimental spirit, he's learned quite a few tricks in prosthetics, makeup, and most importantly, method acting.
Spend a minute. You must actively and obviously use Disguise Kit, or at the very least, makeup. to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
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. You may add inhuman features to your disguise. 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 Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: Split Personality Disorder- He does not recall being disguised while disguised- he believes he IS the disguised person, likely becoming making a mind roll if shown evidence..
Exert your Mind (unless you win a coin flip) and spend an Action or Reaction.
You phase out of reality for up to 1 hour. During this time, you cannot affect the outside world (other than non-combat Actions using your hands, at +2 Difficulty) or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave ghosted image of herself at your location.
Possession of this Power grants the following Trauma at all times: delusions of grandeur.
Their body bubbles and swells much faster and more violently than when changing form, but instead of subsiding seems to consciously move away from any form altogether. It looks as though tension in the shape is being released as it drops to the floor in a goopy mess resembling the consistency of pancake batter, with the color resembling a more flushed version of whatever skin color the previous form had. It's never clear whether The Flesh is pushing itself or pulling itself or both at once, the only thing that is clear is it ripples with energy, slightly steaming at room temperature.
Reforming reveals The Flesh for what it is, not a state of released tension, but a taut state of forced formlessness. The original form is visibly exhausted and must rest to recuperate from the intense focus.
Exert your Mind and spend an Action.
You transform into The Flesh for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the flesh bloating and just... more bloating..
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.
With the power of innovation and new technology, Clair can use that lovely mind of hers to "improve"... The bodies of others!
Exert your Mind and spend an Action. 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 Battle Scar and can have exactly one of the following Effects:
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Transhumanist.
In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma.
Black metallic exo skeletal suit. Almost near impossible to tell. Except for the few areas it shows. Arms seem to be a bit bulky. When fired 3 sections of my arms open up spikes start shooting in rapid fire. Rifle damage is 3 plus 2.
You gain the following benefits at all times.
You are permanently and visibly transformed: black metallic arms.. You are considered to be a Sapient, Non-Living Computer when targeted. Your Dexterity is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You may make a +2 Weapon Damage shoots a slender black shadow spike. automatic rifle. +3 damage. +2 weapon damage attack without additional equipment.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
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 spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
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 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: