

- ABILITIES -
Mirage :
The Ability to make a persons mind see things that are not truly there in the distance using the persons own minds eye against them.
Example - Slevin is captured and needs to escape. He can tap into his captors minds so they will see in the far distance, what they perceive is the worst thing that could be coming for them triggering a fight or flight response, making the captor forget about Slevin even being there and a captive long enough that Slevin may escape.
Doppelganger :
The Ability to make a duplicate of himself, while fading his real self away.
Example - Slevin is being chased, he finds a place to center himself so he can draw upon his ability to make a doppelganger, another Slevin peels away from the original, this with the ability to have substance, along with scent, at the same time the real Slevin seems to fade into the background all presence of him there vanishing
Slevin can only control the doppelganger for a short period of time, no more then seven minutes, if he goes beyond this, he will lose consciousness, and the doppelganger will fade. Slevin will also revert to normal if the doppelganger is killed, or if he himself moves and breaks the connection with his doppelganger.
Toxin Resistance :
The Ability to deal with Toxins in the air, water, or food, along with those that are man made.
Example - Starving, Slevin can pick up road kill, rummage though trash, or eat and drink just about anything that would put another person either in the hospital, morgue, or at the very least, in the bathroom for hours on end.
Drugs and Alcohol have similar effects. However he can become inebriated after consuming copious amounts of high grain alcohol or enough Drugs to kill Keith Richards if Keith Richards where a thirty foot tall mutant.
Vibe :
The Ability to see or "feel" out the currents of the universe.
Reading Auras, and energies.
Example - Slevin could feel the energy, and make out the aura of the man standing beside him, so he knew him to have other forms, those forms more beastly . Slevin could feel an object imbued with magical energy, letting him not know what to expect from the object or person, but that it was there, and it might shouldn't be interacted with.
- SKILLS -
Pick Pocketing :
Slevin is a master at taking things that are not his, off of other people, and making them his, without the other knowing he has done it. This is done with slight of hand, misdirection, or just plain being sneaky.
Example - Slevin once pick-pocketed a Em-path on a deserted subway car.
Smithing :
Slevin is very skillful with metal and fire. With a forge, anvil, and hammer he can make numerous things, he is also skilled with a welding torch, making simple scrap into works of art.
Example. - No I will not make you a ring of power... Yes I can make a ring of power, I am just not going to make YOU one..
The Art of Lock Picking and Safe Cracking :
Okay, so, he's a thief.... blame the Gypsy in him.
Give Slevin a thin metal object, and no common lock is safe. Regular safes, a bit more hard, digital, can be even worse, tries to avoid anything with a magical vibe. Give him time and he will have anything secured, un.
Bartering :
Slevin loves a good deal, and hates spending money, that leaves one thing. Bartering. Slevin will go out of his way to try and talk someone into trading goods and services for something else other than it's monetary value, and he enjoys a good barter banter.
