Your kitsune magic fuels your ability to move your body with uncanny agility. Your tail flickers with subtle blue flame when demonstrating agility beyond mortal ken.
You gain the following benefits as long as you have your Second Tail.
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).
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:
Mothsman is ever elusive, at times seemingly blending into his surroundings, and disappearing from sight. Rather than a physical or chemical change, it is a psychological effect on the observer.
You gain the following benefits at all times.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
Harold grinds his teeth and focuses his mind inward, finding the outside presence tampering with his thoughts. Then, he simply removes it.
Some philosophers argue that your personal identity is based upon your mind, not your body or soul. Subscribers to this idea have no concern for their body or some sort of post-physical soul being destroyed. Instead, they are concerned only with continuing their stream of thought and preventing it from being tampered. Protecting your body from harm is just a means to a end, a means towards protecting ones mind from deteriorating.
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Grace's olfactory senses have evolved tremendously due to her bestial affliction. Similar to a shark, she has an extraordinary sense of smell allowing her to distinguish things on scent alone, sharp eyes that can see in the dark, and special receptors that allow her to even detect electric fields.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Possession of this Power grants the following Battle Scar: Gilled Stomach: The flesh of your stomach is lined and exposed like a shark's gills. Called shots against your stomach do +2 damage. If an attack hits you which could conceivably hit your stomach, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage and Atlantean Physiology: You require liquid like a creature of the sea. You must intake at least five times the typical amount of liquids a person would normally consume per day (around five gallons). Additionally, Exposure rolls made against water deprivation or excessively hot or arid environments are made at +2 Difficulty.
Joseph's voice has always been complimented for being so enchanting and impactful to his audiences, so why not make it literally enchanting? When he sings and makes eye contact with a target, the lyrics of the song he's chosen will spill out of his mouth in glowing golden letters in the air, and Joseph will be able to draw out and manipulate the target's emotions as he so pleases. Anyone who the target interacts with during this may also fall under the spell, as the effect of his voice is just that hard to ignore. However, as all performers know, it's incredibly taxing to maintain such a strong command over a crowd, so for now, Joseph limits his usage of this ability -- after all, it is wise to keep your best performances for the best opportunities possible.
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.
When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
You may only use this Effect once per day.
Jeremy Soap takes a deep breath, then blows into a Bubble Wand, shaping a humanoid bubble capable of moving on its own and imbuing it with his will, which he calls a "Bubble Buddy". If he fails to properly imbue it, all that comes out is a bubble.
Exert your Mind and spend an Action to activate. You must actively and obviously use Bubble Wand to activate this Effect.
Summon a single Humanoid Bubble at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make melee range attacks with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
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:
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless the target is listening and you are speaking to multiple people.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
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.