The air is struck with the stench of decay, the pallor of something long dead. Zack’s arms spread wide, their flesh contorting and splitting as masses of flies pour out, buzzing with a fell drone as the clouds usher from their throat and eyes. Black clouds surround Zack as they fall silent, the air only left with one sound: the droning of Abbadon.
Take a Severity-1 Injury and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the swarms take Zack as food, attacking them and any allies they may have.
Summon a Swarms of Mosquitos at your location, plus enough additional minions to bring you up to the maximum of 2 minions. They will 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 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The mosquitos and swarms of pestilence emerge from the skin, mouth, and eyes of Zack. His skin flares with pustules and warps as he activates the power.
Disguise is an ability which allows Ringo to turn into anyone he had devoured previously in the past.
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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you morph into another person.
This Effect ends if you take an Injury or are stunned or incapacitated.
N/A
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive.
Liberty sticks her palm out towards her target and a firework of red white and blue shoots out towards them
Spend an Action. Select a target within 45 feet. Roll Charisma + Brawl Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. Armor is fully effective against this Damage.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Concussive Neuropathy.
Become the center of attention, where every word and gesture demands an audience.
While each actor is the lead of their own stage, to command the spotlight is to call attention to those not on your podium.
It is to be the center of attention, to receive an audience of those who otherwise would not look in your direction, preoccupied with their own scripts and narratives.
What would you do, I wonder, if such a power was lent to you?
Only time will tell.
You gain the following benefits at all times.
Your Charisma rating is increased by 2. 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).
When Magic missile is cast, the Gibus on the magicians head glows a bright blue. Then missiles of mana are shot from the magicians hand.
Intellect + "Magic Tricks" @ 5 for Tooth N Claw
You gain the following benefits at all times. You must actively and obviously be using Magicians Hat to gain the benefits of this Effect.
You are permanently and visibly transformed: Very long grey beard, hazy eyes. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
You may make a +2 Weapon Damage Magic Missile(Assault Rifle) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Forgetful - You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck..
The Severity of any Injury caused by Anti-Magic is increased by 2.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the 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. 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-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.