Leperchauns have always been known for wearing other faces. Now Patrick has this ability.
Exert your Mind and spend a minute to activate. You must actively and obviously use Belt to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 may directly mimic the appearance of a specific individual. You may change the appearance of your clothes. You may add inhuman features to your disguise. A disguise cannot affect your Attributes or other stats.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
After uncovering a perp's tracks, finding them is just a matter of time. Through tracing the tracks and tapping into the intuition granted to him by the noir, Frank can briefly view his target's location, scanning the area for any clues to the perp's whereabouts & identity.
Exert your Mind and spend one minute. Select a target Location within 15 feet. You may select a target at any range if you use up a foot/shoeprint of the target.
You may perceive things as if you were standing at that Location for the next 30 minutes. You may move your senses back and forth between your projected location and your real location without prematurely ending the effect. You may only have one projected location active at a time.
When the phantom wishes not to be seen, its form becomes phantasmal, taking on a translucent quality and dimming in colour.
Exert your Mind and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
Maria breathes a gout of black smoke and glowing cinders toward a creature. The noxious mix swirls directly into their eyes (or other mucus membranes) as if sucked from the air. The smoke will not damage the creature or otherwise impair their senses. Instead, they grow drowsy and soon fall into a deep and troubled sleep filled with revealing visions of Maria. When they awaken, their eyes are gritty with soot.
Exert your Mind and spend an Action. Select a Living target within 30 feet. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
You may determine the content of an affected target's dreams while they are asleep, but they must involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them. By maintaining Concentration, you may enter their dreams and converse with them directly.
The user of this gift will intimidate a target into revealing information they may not even be privy to.
Tarhos is an incredibly imposing man, and intimidation was one of the first tactics he mastered. He became so proficient in it that simply looking a man in the eyes was enough for them to divulge their darkest secret whether they wanted to or not.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. At the end of your investigation, roll Brawn + Brawl at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
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 The target will speak their secret aloud and made publicly available.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You cannot investigate the same target more than once per day.
Mickey melts into a viscous black goo, his features dissolving down as they cool into a new shape... your's. Then you hear hi- you hear it.
"AH-HUH! IT'S ME! MICKEYMOUSE!"
Exert your Mind and spend 2 Actions. This Effect cannot be used unless you talk and speak exactly as mickey mouse would: you use your voice..
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 may directly mimic the appearance of a specific individual. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you horifically melt into viscous black goo to cool into your new shape..
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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. 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:
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
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 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:
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water 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.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.