With a classic smirk and wave, Riley is able to take center stage in almost any environment.
Spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for contested as long as you maintain Concentration. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
This Gift's Cost is capped at 2 and cannot be increased further.
A shadow figure with surgical tools appears making sure the wound is exactly the same as the targets. This also slowly causes the target to heal fully healed upon completion of the wound infliction on the user.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you It causes the user to be paralysed for the next 8 turns. Your target may Resist to cancel the transfer.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The wounds are slowly and painfully placed upon the user taking 4 turns..
(Roll Charisma+Opera)
Molpa focuses her attention on a target and sings a short string of notes that evoke an appropriate emotion.
The frequency of the music can be felt through the whole body of the target as the vibrations coalesce and concentrate around them, whether the selection is a gentle melody, an atonal discordance, or a harmonious, uplifting tune.
Unfortunately, Molpa's already pretentious temperament is pushed to an extreme when she realizes how much more moving her already superb singing has become.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
Skyla fidgets with whatever jewerly she has on; it doesn't matter what, and it isn't strictly necessary, but it helps to have something that makes her feel connected. She blinks, and a set of nictating membranes crawl across her eyes before her throat opens and she lets out a wail, sounding like a mix between an animal and a human baby. Rain follows shortly after in clouds so steel-gray they're nearly blue on the edges.
- - - -
These are the seasons of emotion
And like the wind, they rise and fall
This is the wonder of devotion
I see the torch
We all must hold
This is the mystery of the quotient, quotient
Upon us all, upon us all, a little rain must fall
Exert your Mind and spend an Action. Select a Location within 60 feet of you.
You create a hemispherical dome of rain originating at the chosen Location, with a radius of 60 feet, and lasting for 5 minutes. The area inside your zone is affected in 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.
You may only use this Effect once per day.
The Werecat exerts it’s will upon nearby animals to force them to serve it, before relaying a command to them.
Exert your Mind and spend an Action to activate. Select a Creature within 20 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.
Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.
He can also fight, very helpful for a superhero.
You gain the following benefits as long as A roll must be made to absorb light for power. and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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:
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
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.
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.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).