Your eyes turns as deep as the night
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The user and target appear to be deep in conversation, the target usually nodding their head rather than talking.
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Human target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Alertness 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 Contested 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. 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.
I take sniff of my magical dust and go crazy with the environment, crazy isn't it. LSD GO crazy
Exert your Mind and spend an Action. Select a Location within 60 feet of you. Choose a 3-D shape that will define the borders of your Effect. You must use up Magic Fairy Dust in order to activate this Effect.
You create a zone of Elemental Powers (Woter, Fira, Durt, Aira) in the chosen shape, originating at the chosen Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
Your zone blends with the environment, seeming to arise naturally from local effects. Observers who roll Perception + Alertness and achieve an Outcome 4 or higher notice that it is unnatural.
Subject O-8 has demonstated increased precision when utilizing its colour and shape changing abilities. on more than one occasion it has been found capable of a decently accurate approximation of a human being, capable of fooling most people at a glance.
During the action of "disguising" itself it will cause its body to wriggle and bulge slightly for exactly 60 seconds before rapidly shifting in both colour and shape into its desired form, transformation seems to last for a maximum of two hours before reverting.
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. Your disguise will not hold up to close scrutiny.
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 cannot alter your clothes. You may add inhuman features to your disguise. 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.
While disguised, you cannot use any Activated or Targeted Powers.
The tentacle is lightning-quick, able to knock bullets out of the air and agilely impale people in the lung
You gain the following benefits as long as you are engaged in combat with Rapiers.
+2 dice to all rolls with Rapiers. You may Defend against firearm attacks from any range using Rapiers.
You also gain the following effects:
While Jasmine stays the same, scars suddenly appear all over her body showing the Years of torture and programming she endured to become Agent 903. Her eyes change from their normal blue to a bright green, and her muscles all tighten and become more pronounced as her body adapts to the overly strenuous training.
While Jasmine can not handle atrocities of such a violent worlds, Agent 903 has no issues with such things. What she can't abide by is failure. Failure equates to punishment, and a disappointed master. That will not do. While Agent 903 does Try to keep her fronting blackouts from disturbing Jasmine, a job is a job, and she will not fail, even at the cost of Jasmines comfort or sanity.
This Effect activates whenever failing a Sleeper Cell roll.. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event.
You transform into Agent 903 for 30 minutes. You have access to all of your Powers while you are Agent 903, 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 Dexterity is increased by 1. You do not suffer any Stress while transformed.
Possession of this Power grants the following Trauma at all times: Sleeper Cell. Jasmine is completely unaware of what happens while she is Agent 903. and That's not me.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
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.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.