You turn on and turn up the volume of your wireless headphones and they surge with thick black shadows before dying down when the cast ends. For the next ten minutes your shadow will whisper translations from any sapient target around you as well as taking control of the motor control of your mouth when you speak, allowing you to speak flawlessly in whatever language your target speaks.
When concerning other facets of communication, your shadow will interpret anything you see to you in real time.
Exert your Mind and spend an Action to activate. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you will incorrectly interpret and only translate racial slurs and taboo words. Involuntary words of toxicity will escape your mouth and those spoken to will be compelled to physically retaliate. Make a Trauma roll when you activate this Effect.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next ten minutes.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
You click your heels together and the bottoms of your shoes illuminate as a sign you are in compliance with office dress code.
Being in compliance with Office Dress Code is to be dressed for success. This allows the wearer access to a multitude of benefits. Shoes in compliance allows for freedom of movement to tackle a myriad of situations!
Exert your Mind and spend an Action. You must actively and obviously use Leather Office Shoes to activate this Effect.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.
Possession of this Power grants the following Battle Scar: Alien Sting Phase 2.
You are able to store items within yourself. You can remove your lid and reach into your innards made from the compact bodies of several humans who wiggle and moan as they are trapped within.
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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you remove your lid and reach into your innards made from the compact bodies of several humans who move and moan as he rummages inside himself.
The shovel glows with a set fo sickly green runes and Sasha turns transparent and pale looking more gaunt than usual like a ghost would.
Exert your Mind and spend an Action. You must actively and obviously use a Shovel to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot affect the outside world 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.
You leave a ghostly semblance at your location.
The coin burns with unearthly red fire as the character's flesh flays from half the body and sinew and bone expand out and a leathery bat like wing with a large claw erupts from the Host's back.
This is the corrupted form of the fallen angel trapped within the coin itself.
Exert your Mind (unless you win a coin flip) and spend a Quick Action.
You transform into half corrupted angel with a single claw-tipped batlike wing for 3 minutes. You have access to all of your Powers while you are half corrupted angel with a single claw-tipped batlike wing, 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. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the exposed skinless sinew and bone across half the body, as well as the warping of the demonic half of the face.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Uncontrolled Rage. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Over the years, The good Doctor has learned many things about how to do things just a bit differently This time he wont be a show off..
Exert your Mind and spend 1 minute to activate. You must actively and obviously use Glasses to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
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.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and 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 must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. 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.
You cannot alter the appearance of your flesh and blood.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
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 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.