Joe lets the darkess and chaotic energy run through him, temporarily taking over his body in a black tentacled jelly liquid That moves around as a unit.
Exert your Mind and spend an Action to activate.
You transform into _Tendrils of black goo_ 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 cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
Anyone watching will see the contractor reach into their pocket and pull out a set of balloons, they can either be brightly coloured and patterned or the expected colour of what they have selected. They inflate each of them using their mouth then twist them together to represent the shape of what they have decided to make. Once this has happened the balloons slowly deflate with the usual whooshing sound. In place of what was once the air that inflated the balloons is the item the balloons represented. The item takes on the colour of the balloons used to make it. The rubber of the balloons appears to absorb into the item after deflation.
A circus is filled with many things that arouse the imagination, from highwire acts to clowns, even illusionists and wild animals seemingly tamed! But one truly captivates the heart of every child. The Balloon modeller. They go by many a name, but every single one knows how to turn your classic balloons into anything a child can imagine! Want a dog? It's right in front of you with a few simple twists! A pirate sword! You got it sport, swashbuckling away all day with that squeaky new cutlass. You need a gun in a hitch? Well, I know a person who's got you covered. Balloon art is just the start, balloon manufacturing; that's a whole new level of creativity at your fingertips.
Watch as the amazing stranger crafts an immaculate 50 calibre sniper rifle right before your eyes! Gasp as his balloon outfit creates a stunning suit and tie! And gawk at the amazing balloon mallet with realistic head crushing capabilities!
Exert your Mind and spend 1 minute.
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 Dexterity + Crafts 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.
Riku's brush with an alien parasite left him with an extraordinary gift: the ability to completely reshape his physical form. With about a minute of intense concentration, he can alter everything from his height and facial features to his apparent sex and even clothing. This makes him an unparalleled infiltrator, able to blend seamlessly into any environment. However, the power isn't without its drawbacks. Riku is vulnerable while transforming, requiring a safe space and a minute to change: the disguise, while convincing, isn't indestructible – damage can cause it to fail. Despite these limitations, Chameleon's Masquerade offers Riku unprecedented versatility in his missions, allowing him to impersonate specific individuals, blend into crowds, or access restricted areas. In Riku's hands, this power becomes more than just a tool – it's an art form, a perfect expression of his adaptability in a dangerous, ever-changing world.
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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Flesh is mechanicaly moved: bones snap, skin streches and tears, muscle and sinew crawl over the open frames to adjust to the new form (triggers Anguish).
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
This Effect ends if you take an Injury or are stunned or incapacitated.
Exert your Mind and spend one minute.
You may understand and communicate to as if you are fluent in a relevant language for the next hour.
While active and speaking to a single individual, you may choose to use glib tongue. When you do, anything you say to them (even gibberish) will be exactly what they want to hear. You gain no understanding of what that might be.
Whenever you encounter a Language you could commune in with this Effect, you immediately understand which language it is, the dialect, region, and other details about it.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The chemist jabs a needle filled with viscous silvery liquid into his forearm. The affected hand begins to grow, fingers elongating and nails falling out to give room to razor-sharp claws. As the concoction spreads through his body the muscles swell and grow more dense, veins bulging out around them.
The serum itself is carefully crafted by Vincent and is custom tailored to his anatomy. It is still imperfect, overworking the body while it is in effect. It also has a chance to be rejected by the recipient's immune system, causing strife that may lead to internal bleeding or extreme exhaustion.
Exert your Mind (unless Severity-3 or deadlier Injury) and spend an Action. You must use up a biochemical serum in order to activate this Effect.
You transform into a mutant for 3 minutes. You have access to all of your Powers while you are a mutant, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
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.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
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 aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
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.