Cassiopeia gestures over the target and whispers or speaks of their new identity. The target starts to blur, and in the blink of an eye it seems to have transformed.
On the name:
Originally Cassiopeia wanted to call this gift “Loki’s Middle Finger” but she figures it’d be too inappropriate, especially if she happens to work with a 16 year old again. It would be hilarious if the gesture for this gift’s activation was just Cassiopeia flipping the bird. The new name has a lot of L’s; surely no one would notice if you took one.
On Loki:
Cassiopeia usually focuses on Greek mythology (where all the gay people are), but that doesn’t make other areas any less interesting to study. If she were a god, she too would spend her days doing silly things simply because she’d be bored out of her mind otherwise.
On usage:
She’s not sure what she wants to use this for yet, but eventually she’ll be able to disguise herself or make fake ID cards. Hopefully. On paper it sounded very cool, but it also banks on her creativity as always.
Exert your Mind and spend an Action. Select a target within arm's reach. 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 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 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.
As Luciole traces her finger along the mark of the Ichor Order, crimson lines draw the same mark upon the target. Red camellias bloom and eat away at them from the inside out until they get the battle scar and/or trauma that Luciole has chosen to bestow upon them.
On camellias:
A lot of flowers have one-worded meanings, but the camellia is among those that surround deeper feelings that can't ever be expressed with one word. "My heart bleeds for you." You could argue that this is just empathy, but I've always known it was more than that. I'd bleed for you. I'd sacrifice everything for you. The red means I love you.
On exchange:
People have only ever taken from me. That's fine, I'll keep on giving. Sharing is caring. Let me share my experiences with you. Baring one's heart to another is how people bond, right? That's the only way you'll grow and bloom. You'll be such a beautiful little flower. Then you'll understand me. Finally someone will understand. And at last, you can carry my burdens.
Exert your Mind and spend an Action. Select a Sapient target within 80 feet. You must actively and obviously use any palm-sized wooden object containing the Mark of the Ichor Order to activate this Effect. If a target does not consent to the transfer, you must roll Dexterity+Occult at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
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 invasive camellias blooming from underneath the target's skin before breaking out through pores or the nose, mouth, and ears to eat at them (anguish or atrocities).
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Passing someone a joint, is a really nice thing to do. When someone passes you a smoke, then they feel more obliged to do you a favour.
The dude uses this, to get people to do something for him. He offers them a smoke in exchange for them doing something for him.
“I’m so fucking faded dude, can you get me a water. My mouth is so fucking dry holy shit.”
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. You must actively and obviously use Item used for smoking (Cigarette / Joint / Blunt / Pipe) to activate this Effect. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence 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.
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Spend a Free Action.
You may send a single message to all targets which are within 300 feet of you. It cannot be longer or more complex than a couple short sentences.
You must share a common language for your target to understand the message.
Possession of this Power grants the following Battle Scar: Debilitatingly Loud: You are very loud and you can't be quiet: It is +3 difficulty to actaully coherently understand you.. and any "Hearing" rolls are at up to +3 difficulty whenever you are speaking... if you speak, you automatically fail any stealth roll.
It looks like natural rizz but I'm like IN your mind you know? Like it's not even funny I am manipulating your head.
Gaslight. Gatekeep. Girlboss.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Alertness at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
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.
Dominic has learned to tap into the bugs, cameras so tiny as to be microscopic, in the world around him. Proving that he was right yet again! The Illuminati does indeed have eyes, ears, and all other manners of things everywhere! He doesn't know how or when they started planting them, but they did and they are even within the deepest sanctum and within your most trusted devices. Yet, now he needs to worry no longer for through the wondrous enlightenment he was granted he has figured out their subroutines and gained the ability to co-opt this technology most foul for the resistance!
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward,. You can perceive with all your senses through the ward as though you were standing at its location. Your wards last 3 hours. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
You may destroy the Ward to activate one Investigate Individual, >Object, or Area Effect as though you were standing at its location.
You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.
Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by ring tone of choice.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
You may communicate through your ward, though doing so will reveal its presence.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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 Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.