Tiny nano machines swarm out of the ring and cover the users body in a thin sheet. The tiny bug like bots arrange themselves into a latticework over the user and once all are in place thin little cuts are made along the users skin in square patterns. Tiny rivers of blood well up at all locations of the nanites and are quickly sucked into the nanomachines, they then start cutting the small squares of the skin and prying them up the tiny bits of dermis sticking to the muscle and sinew underneath but being pulled anyways until they eventually come free. Unable to patchwork skin on the eyeball the bots flood into the occular cavity and surround the eye forming a kind of sheen over the cornea and feeding it visual info while the effect is activated. Each bug holds the square of skin over itself like a kind of card. When activated they flip the skin cards around to the underside where a hazy reflection of the surrounding area is put forward on the other side of the skin card.
Expend a point of Battery and spend an Action.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you or your equipment specifically 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Tiny stadium bugs flipping skin cards.
Extra Spoooopy
Exert your Mind and spend an Action.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.
Possession of this Power grants the following Battle Scar: Aberrant Tongue - The tongue that God blessed you with looks more like a curse... (All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar).
By eating the flesh of humans, Edgar can adopt there likeness for a time. This is a physical transformation. If he uses any powers using his Ghoul physiology, the adopted likeness shreds where this occurs.
This is a spell gleaned from fragments of Cultes des Goules, a book written on the Ghoul Cults of 16th Century France. The process is both painful & horrific, as the flesh of the target is consumed, the body of the imbiber flows like wax, melting into it's new shape.
Frequently Used Identities
Ephraim Powelton, ACSC Administrator
Galam mac Rath (Son of Fortune), Pictish King
Timmy Donner, of the Donner Party
Will Langman, AKA "Chicken," Cancerous Biker
Casey Thornton, Adventurous Camp Councilor
John "Jocko" Milligan, Catcher for the NY Giants
John Cardigan, Ghoul Slaver
Martin Wheeler, the Demon Delir
Allena, Pastel Goth Shadowmancer
Jeremy Wesley, Fiedish Accountant
Old Man Jules, Blundering Thief
Exert your Mind and spend a minute. This Effect cannot be used unless you are assuming the form of someone you have previously eaten. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 may directly mimic the appearance of a specific individual. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. 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 your flesh run like hot wax, the faces of those you have eaten in the past bubbling to the surface & vying for control.
This Effect ends if you take an Injury or are stunned or incapacitated.
Cinder's skin begins to glow from the inside out, eventually her skin seems to just be flames. Her hair is replaced with an open fire that surges with her emotions, but never catches anything she doesn't want to light.
Her physical shape changes, too. Her breasts grow out, her hips and thighs grow wider, while her waist shrinks just a bit. Giving her an over all more curved figure, but still recognizably her.
Her voice raises in pitch and her smile looks brighter than ever.
Cinder's true form rises to the surface, for just a moment. It's enough to make Cinder glow for the entire day, though.
Exert your Mind and spend an Action.
You transform into a humanoid fire elemental for 3 minutes. You have access to all of your Powers while you are a humanoid fire elemental, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
You may end this Effect prematurely as a Free Action.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
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.
His suit is more than fabric. It is a stage, a twisted funhouse of impossible storage. He reaches inside, past the seams of reality, and pulls out whatever his act demands. Balloons, blades, or horrors best left unseen. There is always room for one more surprise.
Exert your Mind and spend 1 minute. You must actively and obviously use Clown suit 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 Charisma + Influence to fabricate up to 5 copies of 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.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
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 toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
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.