Lasombra Shadow Stash Many things hide in the shadows

1
The power to store things in a hidden stash.
Used by Ardis "Longshot" Hemmingway, Created by Merfian.
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This Lasombra needs to carry alot of things for the job, and stores them in his shadow


Spend a Free Action to activate. This Effect cannot be used unless it is used outside of sunlight.

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.

  • 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.

Community Activated Gifts

Charisma+Cooking if possible

Edit: Rare is going to have a limited duration soon, so this power will be very limited shortly. As YET ANOTHER power that creates food, I would get rid of it, or at least put it on an item like a salt shaker or something.

Exert your Mind and spend 1 minute. You must use up A lb of Ingredients in order to activate this Effect.

Choose a specific type of Food/Sustenance thats been requested of which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic but can include rare or complex materials (such as radium, gold, or drugs). You cannot create explosives. You cannot create firearms.

Roll Charisma + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

The shadows that exist outside of the Well are either only personified by Luci herself or a product of her power. When a shadow points her in a direction, it manifests more as a feeling than an actual shadow getting up pointing in any particular directing.

Think of it more like Luci projecting herself into the surrounding darkness- a process that while not riskless, is certainly fruitful.

Exert your Mind and spend two Actions performing the following ritual: Luci mutters for the shadows to show their hand as she pours her Varnish at her feet. You must use up 6 units of Varnish in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

You automatically detect all hidden beings (i.e. actively in hiding or actively conealing their presence) and disguised beings (i.e. actively wearing/using a disguise/facade) within 1 mile 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.

If no hidden beings (i.e. actively in hiding or actively conealing their presence) or disguised beings (i.e. actively wearing/using a disguise/facade) targets are within 1 mile of you, and then one enters range, you automatically detect it, even if this Effect is not active.

Any hidden beings (i.e. actively in hiding or actively conealing their presence) and disguised beings (i.e. actively wearing/using a disguise/facade) detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 1 mile of you.

You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.

You receive a detailed silhouette of their body and clothes for each being you detect.

Exert your Mind and spend an Action. This Effect cannot be used unless You much have a set location in mind, and can not change that location without ending the effect.

You automatically detect all Portals to chosen destination and Roads to chosen destination within 10 miles 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 if there are no Portals to chosen destination or Roads to chosen destination within 10 miles 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 means by which any Portals to chosen destination and Roads to chosen destination are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.

  • This includes any objects that come into range during activation.

Use up this needle and spend an Action to activate.

You phase out of reality for 4 Rounds. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.

You leave a translucent image of yourself at your location.

  • This consumable is destroyed when used and cannot be used again.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Use up this pill and spend an Action to activate. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you overdose.

Your senses are enhanced in the following way. Lasts for three hours.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.
  • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.

  • This consumable is destroyed when used and cannot be used again.

Stock Activated Gifts

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.

  • 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.

Exert your Mind and spend an Action.

You transform into a brown bear 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, Direct, 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.

Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.

Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. 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 may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

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.

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.

  • "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.

Exert your Mind and spend an Action.

Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.