The Thief casts a container's worth of fine spice 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 automatically detect all objects 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.
Even if there are no objects that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
You may only use this Effect once per day.
The chains of Octavius sneak off his body and float, glowing ever so slightly a hue of blue.
Exert your Mind (unless you win a coin flip) 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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
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 Whip.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Ghostly chains.
Your Extra Appendage is incapable of fine object manipulation.
A strange, bulbous guava fruit that has transparent skin, showing of the glowing blue flesh within. It is soft and tender, and when split in half with your bare hands, it lets off a spark.
Marcielle's first attempt at cultivating the perfect crop. The Bermudan Stasis Guava is imbued with bizarre, unrefined energy, and as a result seems to only exist about 90% within stable spacetime. No, she doesn't understand it either. Due to its temporal instability, it doesn't make a very good mass crop. In theory, however, it is shelf stable forever.
Use up this blue guava fruit and spend an Action.
You phase out of reality for up to 10 minutes. During this time, you cannot perceive or affect the outside world but may take mental and self-targeting 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. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.
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 glowing guava tree sapling at your location.
Toropova activates the internal slot in her eye and takes out a lean on her current possessions for just for a tiny bit more focus in it. on a failure the Manitou takes the items into the spirit realm.
Exert your Mind and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the slot comes up empty causing the Manitou to collect the most valuable/important object in her possesion and removing it from the contract..
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
In the dim light of dawn, Darren Stanley stands vigilant at the forest's edge. Sensing the approach of unwanted visitors, he taps into "Darren's Quiver," a mystical ability allowing him to summon his bow and arrow from an ethereal stash. With a mere thought, his bow appears in hand, ready for use, a testament to his unique guardianship over the woods.
As poachers tread closer, Darren prepares, drawing an arrow that materializes from the invisible quiver. He releases it with supernatural precision, the silent strike disarming the intruders without alerting them to his presence. Within moments, the threat is neutralized, the forest's peace preserved by his swift action.
With the task complete, Darren wills his bow back into the hidden stash, his gear disappearing as seamlessly as it appeared. "Darren's Quiver" is not just a tool but a symbol of his duty to protect, blending the practical with the magical in his role as the forest's sentinel.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached. You may Exert your Mind and spend an Action to stash items in others' possession, but they automatically notice that you stole the item.
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.
Rick disreguard his personal safety and runs at his maximum speed.
His dash isnt elegant or profesional like Athletes instead he finds the most optimal way to go from point a to point b.
If there is obstacle he ether jumps over it or try to avoid it with the least time lost even if it takes him more effort.
Exert your Mind and spend an Action to activate.
You can run at three times your normal movement speed for the next minute.
While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
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.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat 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 Perception + Occult to fabricate 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 vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
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 yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.