When a hand is laid of a screen, it becomes matte black with solid blue lines running up the fingers and converging in the palm and the back of the hand. The Hacker pictures an object, reaches into the screen and pulls out a wireframe of the chosen item that fills itself in as it emerges. By the time the object is fully extracted, it is fully filled in.
Sam's first fumbling reach into the digital world is a literal fumbling reach, pulling at the flow of the internet to try and find the item he wants. If he can't find it, he reaches deeper and forces the raw data into his desired shape, like shaping electrified clay with nothing but his raw willpower and his probing grip.
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must actively and obviously use a smartphone 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 Intellect + Technology 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.
Marigold clasps her hands around the mirror pendant, not unlike a prayer. before in a flash of violet, a twisted version of Marigold appears, with Violet Poppy colored hair, clothing and a personality that is opposing to Marigold.
On her person is a Mirror Pendant that reflects Marigold's face, with the Pendant that Marigold used similarly reflecting Poppy's face.
Exert your Mind and spend an Action.
Summon the one and only Sapient Poppy at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by you. You may have at most one minion active at a time.
You may end this Effect prematurely as a Free Action.
If killed, you cannot re-summon your minion until after your next Contract.
Adjusting the hands on the watch, the user manipulates their position in time to displace themselves within space, leaving behind a blurry, glitch-like duplicate in place of where they're supposed to be.
Exert your Mind (unless you spend 10 minutes casting) and spend an Action or Reaction. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You phase out of reality for up to 1 hour. During this time, you cannot affect the outside world (other than non-combat Actions using your hands, at +2 Difficulty) or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. 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 blurry, glitch-like time duplicate at your location.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Clock Hand: The forces of time take a significant toll on that which the watch is attached to. Called shots against your watch hand do +2 damage and Clock Arm: The watch continues to drain the vitality of which it is attached to. Whenever your left shoulder takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Past Lives: The memories and experiences of previous timekeepers are muddled with your own. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. On a failure, you instead answer as if you were a separate person, and genuinely believe yourself to be telling the truth (The GM may determine this). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Harriet shuts her eyes as her shadow begins to change shape. Becoming vague and undefined as three figures climb out of it.
Harriet's oldest companions are beings of Edge and (now) Heart. They fall under the domain of The Lionsmith, thanks to their time spent spent with Harriet and her dedication to over throwing the status quo. They eventually gained a small amount of Heart, born from the emotional connection Harriet has fostered with them.
Their forms are reflective of what Harriet pictured as the perfect protectors, to keep her safe from all harm. They do not always succeed, but they always try.
They each appear as Arthurian knights, their shadows inky and ever shifting. Though to the untrained eye, they simply look like comic book characters brought to life.
Harriet knows this well.
Exert your Mind and spend an Action.
Summon up to 3 Non-Sapient, Animate Knight made of ink and shadows at your location. They last for two hours or until they move more than 150 feet from you or 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.
Normal, black glasses that when activated shows the wearer a green radar of a 50ft area around them. If any beings are detected then it outlines them on that radar
Exert your Mind and spend an Action.
You automatically detect all Evil Entities and Living Beings within 50 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.
Even while this Effect is not active, if any Evil Entities or Living Beings come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
.....
Exert your Mind (unless you win a coin flip) and spend an Action.
You automatically detect all network connection within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
Even while this Effect is not active, if any network connection come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
Even if there are no network connection 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.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
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.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick 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 units of water 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 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 detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.