The applier takes a handful of glittering dust and sprinkles it on their target. The target is slowed in their descent (and perhaps at some points, buoyed up in the air) by shining motes of fairy dust that occasionally sparkle around them. This dust carries its target through the air in hard to predict whirling, whooping motions, like something out of a Peter Pan story or a fairy tale. When the dust is sprinkled on someone with a good heart, sometimes the motes will glimmer and stick around with them afterwards, instead of vanishing with a twinkle.
Murian stumbled on Eisley’s old stash of Fairy Dust in the attic after her last job. That old benevolent spirit had more than a trick or two up her sleeve….
Use up this golden motes of fairy dust (unless you succeed on 1d10, Difficulty 7) and spend an Action. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. 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 are subject to the following effects while gliding:
The skins starts violently shifting and changed surrounded by a faint blue mist like glow surroudning their body, the faint laughter of the fae being heard to those close them.
Spend 2 Actions.
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 cannot directly mimic an existing person. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the fae magic violently warping and shifting the skin of the wielder to adapt to another look.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
The user spins the barrel of their revolver, and, disappears leaving a tumbleweed in their place. They have skipped 10 minutes forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. This Effect cannot be used unless I spin my revolver barrel. You must actively and obviously use a revolver to activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot 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.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
Imagine a horde of small demon mushroom men, each standing about two feet tall. Their caps are a vibrant mix of deep purples, sickly greens, and ominous blacks, resembling both mushrooms and sinister hats. Their bodies are squat and bulbous, covered in a textured, spore-like skin that shimmers in the dim light.
Each creature has wide, glowing eyes that flicker like candle flames, conveying both mischief and malice. Instead of mouths, they sport jagged, gaping maws filled with tiny, needle-like teeth, ready to snap at anything that comes too close.
Their limbs are spindly and disproportionate, with long fingers that end in sharp, claw-like nails, perfect for digging into the ground or snatching at prey. As they move, they emit a faint, earthy smell mixed with a hint of decay, and small clouds of spores waft around them, creating an almost dreamlike haze.
In unison, they scuttle forward, their tiny feet barely making a sound, creating a sense of creeping dread. They communicate through high-pitched cackles and chattering noises, sharing their wicked intentions as they swarm, ready to spread chaos wherever they roam
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.
While Jasmine stays the same, scars suddenly appear all over her body showing the Years of torture and programming she endured to become Agent 903. Her eyes change from their normal blue to a bright green, and her muscles all tighten and become more pronounced as her body adapts to the overly strenuous training.
While Jasmine can not handle atrocities of such a violent worlds, Agent 903 has no issues with such things. What she can't abide by is failure. Failure equates to punishment, and a disappointed master. That will not do. While Agent 903 does Try to keep her fronting blackouts from disturbing Jasmine, a job is a job, and she will not fail, even at the cost of Jasmines comfort or sanity.
This Effect activates whenever failing a Sleeper Cell roll.. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event.
You transform into Agent 903 for 30 minutes. You have access to all of your Powers while you are Agent 903, 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 Dexterity is increased by 1. You do not suffer any Stress while transformed.
Possession of this Power grants the following Trauma at all times: Sleeper Cell. Jasmine is completely unaware of what happens while she is Agent 903. and That's not me.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
After years of self harm, Bob barely even notices the pain enough to be effected by it. Instead he takes pleasure in the fact that people can finally release their aggressions, especially at his expense.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
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.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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 one minion active at a time.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 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 activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.