The last step in Frank’s metamorphosis. His flesh has become pallid and dull, a stark white color with hints of black and gray sprinkled about. His hair and pupils have shifted to a dreary black, his 5 o’clock shadow now acts as a permanent gray lining around his ugly mug.
Interestingly enough, any clothes he puts on gain these same monochrome properties, shifting to match his current form in a matter of minutes. This has turned his standard trench-coat and trilby into matching garments.
Frank’s entire biology has changed. Like his blood prior (see: Witness Protection), his entire body has gained the ability to harden and soften itself at will. This is primarily used to slip into narrow spaces and hide out in places where you’d least expect him, allowing him to get the jump on almost any perp he encounters.
You gain the following benefits at all times.
You are permanently and visibly transformed: true noir detective. You are considered to be a Sapient, Living being when targeted..
You can squeeze through any cracks and passageways a cat would be able to.
The Siren tugs at the gangster's arm, her eyes batting up and down, a faint pink light seeming to faintly glow in the back of her eyes, as the man seems to give in and let her pass.
You gain the following benefits as long as you have your eyes, which glint a slight pink when she uses this effect.
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).
Possession of this Power grants the following Trauma at all times: Anti-Social - You struggle with engaging in social situations. (In order to attempt to get someone's attention or to speak to someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed another Self-Control roll or Exert your Mind to avoid fleeing or shutting down).
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:
To activate this ability the user has to actively gesture with their hands to make the target move, or if the user is unable to make gestures, commanding the telekinesis at a talking level or higher heeds the same results.
A grabbing motion makes to grapple a target, a whisking away would forcefully push a target in the desired direction, extending their fingers out stops the target, a few examples of how this power works.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. 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 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
N/A
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
The Contractor's face shifts. A black ooze drips from their eyes and mouth, which is mirrored on the target.
The Church of the Cleansing Soul brought to life a child, meant to be bear the weight of the world's pain to offer purifying of the mind and soul for any who stepped into the cleansing fire the child emerged from. As it turns out, a child's mind cannot hold the horror of eternity without venting that horror like a pressure pot waiting to explode.
They did not provide a big enough pressure valve. And they suffered for it.
Now, the Weeping Soul shares this agony with others, trying to find catharsis in seeing others burdened with their pain - not out of malice, but necessity and tantrum rage. It simply isn't FAIR.
Injustices that Trigger this Gift:
-seeing a Good Person injured purposefully or being injured accidentally and not receiving an apology
-a Good Person being lied to or lying
-something of value being taken away or withheld from a Good Person
-a Good Person being stolen from or stealing
-verbal abuse (cursing at people, name-calling, general cruelty)
-anything that would make you a Big Meanie
This Effect activates whenever a valid target within range is witnessed doing something that would prompt an injustice roll from this individual if left unaddressed or resolved. It does not require an Action or Exertion. Select a Sapient target within 20 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Occult Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If your Contested Outcome is positive, your target takes 1 point of Mind Damage and gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a small child bleed black blood from their eyes and mouth. This is not a normal child - something is VERY wrong here.
The Lord has granted Ellis peace of mind, warding off attacks against his mental fortitude, and warning him of those who would tempt him down an evil path.
You gain the following benefits at all times. You must actively and obviously be using a cross or other Christian holy symbol to gain the benefits of this Effect.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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 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.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
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 must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. 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 cannot alter the appearance of your flesh and blood.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
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.
You may choose to equip any equipment you withdraw at no additional cost.