The wire around Pol's wrist glows with a neon blue light. Pols hand disintegrates and from the stump a small portal emerges and from it flys a spray of blood that hangs in the air briefly defying gravity. The bloody spray is mixed with tiny nanomachines that coagulate it into individual cubes which quickly start to merge together into a rough voxel representation of the item before solidifying together. Once whole a quake travels through the voxels and they fall to the ground in a wet deluge soaking the area underneath. From inside of the voxel shape stands the item that was previously digitized now reassembled.
When something is initially digitized into the stash the same process with the hand happens but a laser shoots out and segments the target into the digitized cubes, leaving bloody rivulets where each cube is cut. Once the target has been segmented a large tendril of nanomachines shoots from Pol's wrist stump and start vacuuming up the cubes one by one.
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 an SUV (4,000 liters), and you may store up to 7 things at a time.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Wrist digitizing.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
Leon have inhuman power hide deep in him speedy reaction and he can extend ghosty like hands or any limbs to that all matter (neck too nack count as limbs) but make him more than human but on outside he look and feel like one
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.
Grace holds an apple (likely bruised and a little old) in her hands and focuses on good memories. With help from the Dead Kid Tea Party, the potency of the memories imbues the apple with a healing effect that reminds the target of whatever place feels like home to them. The fruit crackles as its composition changes, glowing Obedience’s ghostly blue from inside. The glow follows the bites of apple as they move from the target’s throat, to chest, to stomach.
“Happy thoughts, huh? Good on you, kiddo.”
The apples started when Grace became homesick in England. Missing Jersey and her old hidey holes, and farther back, her bedroom… blanket caves were always her favorite. Before she was able to recreate that with Chamael’s help, her desperation gave her a fix.
Grace made the realization that allowing her mind to wander off to bitter and bad memories changes the apple to be just as bitter, soaked in cyanide. She's on guard about it now, and is considering possibilities...
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up apple in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
Summoning shapes, creatures and all sorts of nightmares, each completely flat.
Exert your Mind and spend an Action. Select a target within arm's reach.
The illusion must be 2-Dimensional only., which can be no larger than a person 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 can choose to perceive it or not at will.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see A completely, impossibly flat thing...
The goddess has given me the ability to see further and better than I have before. I can now see far better than I coud
You gain the following benefits at all times. You must actively and obviously be using Seal of Nephys to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Any Effects or supernatural abilities which would suppress one of these senses are rolled at +2 difficulty.
Horatio slips into existence for a second around Grace, carefully holding a piece of notebook paper in his teeth. Disappearing again and bounding through the aether, he brings the message to the target and appears beside them as well before entering their mindscape to deliver. The target gets a mental image of Horatio presenting the note with a cat’s mix of pride and disinterest.
The development of Grace’s mindscape built a home for Horatio. He’s used to making his way in and out of it- ghosts are in some ways merely memories, after all, so where else would he stay?
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
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.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects: