Walnut stretches a humanoid skin over there Body. Taking A form like that of the skin.
Exert your Mind and spend a minute. This Effect cannot be used unless Uesd to take the sex, age, race of the Human skin used. You must use up A humanoid skin in order 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. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The stretching of a humanoid skin and walnut puting it on like clothing.
With a dim flash of light, a small circular portal about the size of a hand will appear. Think about those moving barber shop rainbow LED lights, and that's what the outer ring of the portal will look like. The portal will disappear with the same flash of light after an item is taken out.
Spend an Action to activate.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. 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.
there is a skull with 2 eyes that are crosses one upright and one upside down and when activated green smoke goes out of the eyes and mouth as it laughs only audible to the target affected the illusion conjures subconsciously to the mind. and when dispelled it fades to dust.
Exert your Mind and spend an Action. Select a target within arm's reach. This Effect cannot be used unless they got to look at the card and make a prayer and recite backwards/twist scripture backwards on cards. You must use up lifespan depending on illusion in order to activate this Effect. Choose an illusion to generate, which can be no larger than a briefcase.
The chosen illusion 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 taste, touch, hearing, smell, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who struggles against the illusion hard enough to break a window or who would be damaged by the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
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 flesh starts to painfully flay from Penny’s arm, forming globs of fat and pools of blood and suspending them in the air, forming a mangled shape in the air that is webbed together by strings of muscle. Relative to this, your other powers seem sterile and gothic, but this, this visceral Lovecraftian nightmare, is truly a symptom of your ever declining sanity.
Exert your Mind and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for the next hour. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
When activated a shield of golden hard light envelops the character blocking most attacks for a time.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll Brawn + Brawl at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Possession of this Power grants the following Battle Scar: Slightly glowing gold splotches.
A visible bond is shared between user and target as intelligence is pulled by the target, from the user to restore health. This is a clearly visible pulsating stream of light between the 2 and bystanders are drawn to it's calming light.
Many and varied are the healing touches of the world. But none like Wisdom's Embrace. Sometimes, knowing a thing is all that you need to do a thing and healing is no different. Wisdom's Embrace utilizes the user's knowledge as pure energy to perform a sequence of actions that would quickly lead to the result. "Healing" someone is merely circumstance as it is more along the lines of "Repairing what is broken".
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. You cannot target yourself. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
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.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
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).
You also gain the following effects:
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.