In a split second, his entire body turns green, the color of money. His skin becomes incredibly dry, flaking off into dollar bills that flow away in the wind in the spot he once was.
Exert your Mind and spend an Action.
You transform into A collection of American dollar bills for the next hour. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.
While in this form, you can squeeze through any gap that is not air-tight, though this may take more than one Action at GMs discretion. Your movement is subject to the whims of your environment and circumstances and cannot always be directly controlled by you.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may suffer Damage from wind and powerful gusts at GM’s discretion.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
This Effect ends if you take an Injury or are stunned or incapacitated.
The user creates a ritualistic circle with three circles that are in a triangle around the user. They Sacrifice a small amount of blood and a item related to the thing they are trying to create for example if Aoto was trying to make Gasoline for a car he would need either a empty gas can or hose, or a piece of a car like a mirror or piece of scrap metal. This version of Minds forge is a primitive one
Take a Severity-1 Injury and spend 1 minute. You must actively and obviously use Things that represent the object that is attempting to be made 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 Brawn + Alertness to fabricate up to 5 copies of 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.
Phos's alchemical symbols on her arm surge with power as the elements flow into the sigil she is focusing them into, appearing below or around the target, depending on location, mirroring the sigil exactly.
Sadly due to the nature of her learning her abilities, she mistakenly transmutated away her two left most fingers on her left hand.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than a large luggage bag (75 liters). You must actively and obviously use Transmutation Sigil to activate this Effect. You cannot target objects which are currently in someone else’s possession. Roll Intellect + Occult Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
If you have access to the remains of an object you had previously damaged or destroyed, you may spend an Action to un-destroy it.
Possession of this Power grants the following Battle Scar: Transmutation Accident.
As the user’s skin falls to the ground in a gooey steamy mess, it is replaced by the disguise, as though the user’s original skin was simply an elaborate costume.
While the from the outside, it appears the user is being flayed alive, they are in no danger as the skin sloughing off is comparable to the dead, first layer of skin most people have.
Exert your Mind and spend a minute.
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 cannot directly mimic an existing person. You cannot alter your clothes. 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 may Exert your Mind and spend a minute to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The user’s skin seemingly slough off to reveal the tissue and bone beneath.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Their skin is smooth, their hair is like silk, and their smile can melt even the coldest of hearts.
Their mark glows a faint golden hue, giving it a metallic-like shimmer. It connects and weaves into other scars lining their body, and will pulse when the effects are used. Their hair also gains a reddish tint, even when dyed.
The moon portion sits neatly between their collarbone while the cross dips down to their chest. Yes, this placement is on purpose.
You gain the following benefits as long as you have your Mark of Lilith (a golden crescent moon with an inverted cross).
Your Charisma rating is increased by 1. 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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Something about your gaze makes people... uncomfortable. Like you're looking right through them. You can always tell a liar from the way they squirm, like they think you might already know.
You gain the following benefits as long as you have your piercing golden eyes.
Your Charisma rating is increased by 0. 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).
Possession of this Power grants the following Trauma at all times: Like Ants - You are entirely face-blind. Whenever a human changes their clothes or appearance since the last time you saw them, you must make a Mind roll (difficulty 8) to recognise them. This difficulty may be reduced if they retain any especially distinguishing features.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword 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.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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 mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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.