To hide his fae-blood appearance, he has learned to warp his form into a human. He looks relatively similar, only removing the moth wings, fur and otherwise sparkly and magical aspects.
Exert your Mind and spend 2 Actions.
Your appearance changes to Nico Agosti (human). The disguise lasts for two hours, or you may end it early at will.
You are only able to shift into the one predefined appearance. This 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 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.
Kitty can expand the magic suppressing aura around zem with effort, with the caveat those inside cannot easily use their abilities.
Exert your Mind and spend an Action. This Effect cannot be used unless supernatural powers used inside the shield have a -3 dice and completely nonmagical effects pass through with a -2 Damage penalty. Roll Brawn + Alertness at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. Half any Damage absorbed by the barrier is reflected back to the attacker. They may attempt to Dodge or Defend using a Desperate Defense, and their Armor applies in full. 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.
As the the power is casted a ghostly mosquito is expelled from the caster disapearing above their head. These identified by the this effect will hear the distinct buzzing of a mosquito and feel a randome fantom itch. The mosquito retuns aboze the caster landing on threir head before disapearing
Hunahpu & Xbalanque lend their mosquito trick to indentify those around you.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You automatically detect all humans within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
A hoard of trophies and trinkets, stored just outside the boundaries of this world, but permanently at your side. Not just anything can go in, but anything that does can only be pulled on your command, when you need it.
Spend a Free 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 Trophies(Items won, stolen, or otherwise gained from playing a contract or side game) 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.
Grasping onto an item, Frank asks his benefactor to move it to "cold storage". Over the course of a few seconds, the object is absorbed into Frank's being, kept within until it's realm until it's needed once more.
Any item that spends time within the noir permanently has it's color lost unfortunately, making it incredibly easy for folks to keep track of what Frank's had his hands on. You can take the film out of noir, not the noir out of film... whatever that means.
Spend an Action.
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 are scared of the pain. A scream erupts from your mouth, which soon turns into a roar. You change into the strongest creature you know, the north american brown bear. Where a fragile little teen sat, now stands the beast of the woods, the grizzly bear.
This Effect activates whenever you suffer an injury causing you to bleed or bruise.. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event.
You transform into a Grizzly Bear for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear 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. 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.
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.