Sara's eyes have been modified to see through dark and obstruction of sight because of these modifications that have been installed in her eyes.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Celeste's sponsor decided she needed every benefit to help keep track of her learning, tatooing a small owl on the back of her neck.
You gain the following benefits as long as you have your A small owl tatoo on the back of the neck.
Your Intellect rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
Uma vida de treino com armas, transformada em presente por um sonho de capacidade.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Cassiopeia gestures over the target and whispers or speaks of their new identity. The target starts to blur, and in the blink of an eye it seems to have transformed.
On the name:
Originally Cassiopeia wanted to call this gift “Loki’s Middle Finger” but she figures it’d be too inappropriate, especially if she happens to work with a 16 year old again. It would be hilarious if the gesture for this gift’s activation was just Cassiopeia flipping the bird. The new name has a lot of L’s; surely no one would notice if you took one.
On Loki:
Cassiopeia usually focuses on Greek mythology (where all the gay people are), but that doesn’t make other areas any less interesting to study. If she were a god, she too would spend her days doing silly things simply because she’d be bored out of her mind otherwise.
On usage:
She’s not sure what she wants to use this for yet, but eventually she’ll be able to make fake ID cards or "valuable" items. Hopefully. On paper it sounded very cool, but it also banks on her creativity as always.
On sound and smell:
[Insert toilet joke here] But in all seriousness, it would be useful to disguise something in order to conceal it. She just hopes she won’t forget what she puts this illusion on; it would be a shame if she turned her necklace into grass and lost it in the backyard.
Exert your Mind and spend an Action. Select a target within arm's reach. Choose an illusion to generate, which can be no larger than a briefcase.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their taste, touch, hearing, smell, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who struggles against the illusion hard enough to break a window or who would be damaged by the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Your human skin is just a disguise, a piece of flesh you hold onto for a shred of comfort. It reminds you of what was, what could be, and how far you've come. You're free to abandon that peel whenever you so choose, showing the world your filth in the process.
Hair tears through your epidermis, forming a thick fur as your limbs grow into spindles. Despite it all, you still look malformed, like a vague imitation of the myths that make up your form. Maybe that's all you ever were, just another freak playing pretend.
Exert your Mind and spend a Quick Action.
You transform into a bakeneko for 3 minutes. You have access to all of your Powers while you are a bakeneko, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you unveil your true form.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Electricity arcs over Raika's body and by manipulation of the emf and charge pulls and pushes things with metal inside them.
I am lightning, I am the storm, I am magnetism!
Exert your Mind and spend an Action. Select a Object or Animate target up to 100 feet away. This Effect cannot be used unless the target is partially made of metal.
Targets that weigh less than you are pushed back until they are 100 feet away or pulled towards you until they are right next to you. If you are lighter, you move instead. If you are roughly the same weight, you and the target both move.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto. You may also roll to anchor yourself as you activate this Effect without spending a Reaction.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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 mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
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.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. 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.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
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.