Two-Dimensional Arm A helping hand from beyond

2
The power to temporarily manifest an extra appendage.
Used by Evan Fleury, Created by Owlsten.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see a 2D copy of his arm forming. This Effect has no explicit visibility requirement.)

A shadow separates itself painfully from Evan. Dark tentacles sprout from the shadow and reach out to knit a copy of Evan's arm, reaching out as if to grab threads and needles from surrounding matter. From the right angle one can see the faint limb, seemingly thin as paper, appearing and connecting to Evan's forearm. It hides like a living being, in folds of clothing or draped around Evan but stands ready, as a snake, ready to strike.


Exert your Mind and spend an Action.

You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Javelin.

Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a 2D copy of his arm forming.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Community Activated Gifts

Exert your Mind and spend a half hour. You must actively and obviously use Makeup Kit to activate this Effect.

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. A disguise cannot affect your Attributes or other stats.

You can "pass" in any culture or group without arousing suspicion as long as you look normal for that group and can communicate with those inside the group.

You may Exert your Mind and spend a half hour to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.

  • A performance check is generally required to pass with people who know the individual you're mimicking.

Exert your Mind and spend an Action. This Effect cannot be used unless Is Moonstone. 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 Crystalline Moonstone wings. You don't require extra clear space on any side in order to fly, and get +2 dice for any rolls made to maneuver in mid-air. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your Crystalline Moonstone wings via a called shot or Battle Scar, you can only glide until they are healed.

You are subject to the following effects while gliding or flying:

  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

In shadows deep, where whispers creep,
Small demon mushrooms dance and leap.
With caps of gloom and eyes aglow,
They skitter forth in a wicked flow.

Their spore-filled laughter fills the air,
A mischievous sound, a chilling snare.
In crooked lines, they scuttle near,
With jagged grins, they spread their fear.

A horde of mischief, sly and spry,
In moonlit nights, they prowl and pry.
Beware the woods where they convene,
For in their dance, dark dreams are seen.

Exert your Mind and spend an Action. You must actively and obviously use A Drop Of Blood and A Song To Unleash The Horde to activate this Effect.

Summon up to 3 Sapient anamorphic Mushroom Demons________ at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Thier Sticky Little Poison Liquid Hands Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Exert your Mind (unless you win a coin flip) and spend an Action or Reaction.

You phase out of reality for 1 Round. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll. Cannot be used as a Desperate Defense.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Spend a Quick 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 only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store firearms in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 15 of them at a time.

You may choose to equip any equipment you withdraw at no additional cost.

Possession of this Power grants the following Battle Scar: large brand on pectoral region (soft spot).

Possession of this Power grants the following Trauma at all times: you must roll self control to NOT jump in front of a speeding (potentially lethal) object that would potentially hit someone in direct line of fire.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Stock Activated Gifts

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.

You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you phase out, you may bring up to 1 additional target in arm's reach with you.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.

Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks are melee range and deal +3 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 3 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 3 dice. They can lift and haul as though they have 4 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

You may end this Effect prematurely as a Free Action.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

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.

  • Unstabilized wounds do not degenerate during treatment.

Expend a point of Battery and spend an Action.

You automatically detect all people wielding weapons within 300 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.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.