Iryna pulls out a contraption that looks like a cross between a printing calculator, a Geiger counter, and a TI-82, known to her as the IV-23 Mapping Geiger Counter. She turns it on and sweeps the area, infusing the machine with her own radiation and supercharging its effects. It scans the area and prints out the coordinates as well as any instructions on how to get to the weapon.
Exert your Mind and spend one minute to activate. You must actively and obviously use a IV23 Mapping Geiger counter to activate this Effect.
You automatically detect all weapons of mass destruction within 50 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards any detected items. You get details of what each detected item is, as if you've glanced at each object.
Even if there are no weapons of mass destruction within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
The means by which any weapons of mass destruction are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.
You may only use this Effect once per day.
Whenever Shinjiro takes out his Evoker. He points it to his head and yells out PERSONA and reveals persona. Soul Savior. It's not a transformation of him but a section of him that has been hidden away but now revealed to the world after receiving the revelation that death is a part of life, and he has to accept it.
People who observe this transformation often see some kind of ghost coming out of Shinjiro after he shoots himself in the head. It looks like some sort of angelic being with a sword on it's back and hands on it's chest.
DISTURBING THE PEACE, LOOK INTO MY EYES,
Exert your Mind and spend a Quick Action. You must actively and obviously use Evoker (Pistol) to activate this Effect.
You transform into Soul Savior for 3 Rounds. You have access to all of your Powers while you are Soul Savior, 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. 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 you getting shot in the head.
Possession of this Power grants the following Battle Scar: Headaches.
The Power on Nephyis has given me greater control over the shadows I can move about as needed and make the changes that she wishes. I focus on my ring and invoke her power then and only then can I change how I look while she changes me to the person I need to be.
Exert your Mind (unless Shadows/Darkness) and spend a minute to activate. You must actively and obviously use necklace 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. A disguise cannot affect your Attributes or other stats.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
A small backpack with a pattern of feathers. Activating it makes wings pop out, Flush with the users back, and using their movement to control the direction and speed.
The sound of the jets blowing, slowing and controlling the fall is quiet, relying on the wings in addition to the jet to keep Owl aloft.
Owl's first gift, and a start on her building her suit. It relies on her understanding of tech to make a quiet and compressed Jetpack that allows her to fly free.
O.W.L. originally stands for Observe. Warn. Locate.
Owl has taken it on her self for it to mean. Owl Wants to Live
Exert your Mind and spend an Action. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
When the arm is activated, it is not yet switched on. Simply a functional cybernetic arm painted orange and black, a handle positioned on the forearm. Once the switch is flipped, the chainsaw bursts forth, sterilized and prepared to kill.
Doctor John Klyzac had lost his arm when he'd gotten into a near fatal car accident. This had taken him out of his job, leaving him without help and guide. But when Primus had arrived, they offered him a deal
Give us medical service, go on contracts, and you get your arm and your job back.
Exert your Mind and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Industrial Chainsaw (Greatsword).
You may turn this Effect on and off at will during its duration.
Your body provides you with the functionality of Surgeon's Tools. If used to attack, these "tools" use the same stats as a small knife.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
Possession of this Power grants the following Trauma at all times: Hunger for Blood - When activating the switch on this power, make a Self Control roll. You must use it in some way shape or form to shed blood within the result's number of rounds (such as attacking someone or performing surgery). If you do not do this, you must make a trauma roll.
Jacob’s pocket has now became much more useful. He can store much more in his pocket and he can now suck in and suck things from a distance away into his pocket
Spend an Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
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.
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 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.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
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.