For what seems like nothing, in reality the dubbed bossman is spiritually domineering the employee's soul and forcing them to listen to whatever says and the individual will act like he is their boss for the time, wearing the clothing he has on him to the regular individual he may seem imposing and very direct all thanks to the dapper clothing of a professional businessman.
Exert your Mind and spend at least one Action to activate. Select a Sapient target within 20 feet. This Effect cannot be used unless Only works on the employed, so if the individual is unemployed or working as a manager or higher it will be rendered unusuable. You must actively and obviously use Businessman clothing to activate this Effect. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
Your mind is a vast labyrinth that takes a lot of effort to influence
You gain the following benefits at all times.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
10 feet tall, wearing a pulsating gold armouHe screams as as he is now engulfed by a bright light and with a bright flash, he now stands 10 feet tall, wearing a pulsating gold armour.
Exert your Mind and spend a Quick Action. You must use up Rosary Bead in order to activate this Effect.
You transform into He now stands 10 feet tall, wearing a pulsating gold armour. for 30 minutes. You have access to all of your Powers while you are He now stands 10 feet tall, wearing a pulsating gold armour., 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 Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Holy Armour, gauntlets, Holy shield and 5 javelins
You may end this Effect prematurely as a Free Action.
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.
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You gain the following benefits at all times. You must actively and obviously be using magic batteries to gain the benefits of this Effect.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living Computer when targeted. Your Dexterity is increased by 2 and your Intellect is increased by 2.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
You may make a +2 Weapon Damage right conjured wristblade and left extended wristblade attack without additional equipment.
Possession of this Power grants the following Battle Scar: disfigured and the hunger.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
Possession of this Power grants the following Trauma at all times: anti social.
The Severity of any Injury caused by electricity is increased by 2.
Tony knows he can call his brother, Dino, for some hired muscle, who arrives about a minute later. These enforcers 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 one minute. You must actively and obviously use a cell phone to activate this Effect.
Summon a single Enforcer at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
The energy of Catalytic's punches makes them a league above those of a regular person.
You gain the following benefits as long as you are powered-up and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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:
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail.
This Gift's Cost is capped at 2 and cannot be increased further.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.