Darren has learned to keep his tools on him.
spend a Free 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 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.
Kevins Friends call to him and ask him for his support. He steps from a portal behind them and lifts them up on his back and they ride him as he gallops forward bringing his friends to safety.
Exert your Mind and spend an Action. This Effect cannot be used unless This power can only to flee from danger.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
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: Compulsion to be Heroic (helping the innocent and friends even to your detriment). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
A long thorny vine whips out from behind Sawyers neck and does what it wants.
Exert your Mind and spend an Action to activate.
Summon a single thorny vines at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM and will not necessarily obey your commands. You may have at most 1 minion active at a time.
Minions have 4 Body and can make melee range attacks with 5 dice to attack and +1 Damage. Your minions can move 45 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
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.
Bill places his corn on the cob in the ground, and from that cob the beast emerges. The corn shakes rapidly, as though it is going to hatch, before it starts to grow wildly. The cob expands to immense size, cracking down the middle to reveal a mouth full of razor sharp teeth. The husk stretches and reshapes itself, forming a shambling mound of legs and wings. Roots rise from the ground and tangle amongst the husk, contributing to the beast's body and limbs. The head is definitively formed by the cob, while the body is a constantly shifting and difficult to discern pile of roots and husk. Entirely, the beast is around the size of a horse, it's colours no different from the corn it was grown from. The beast is capable of launching its cob head at targets 50 feet away from it, the head quickly regrows afterwards (though, any damages done to the head remain even after the head regrows). When the beast is destroyed, it rots into the ground, its body reduced to an inedible black mold.
Bill discovered this gift the morning after his stay at The Vermillion Manor. While harvesting his freshly grown corn, he attempted to hold more than what he could carry, and accidentally dropped a singular ear of corn. He thought nothing of it, until the corn began to jitter on the dirt unnaturally. He backed away in fear, and watched as the once innocuous corn sprouted into a true monster. A monster that listened to his commands. A monster that belonged to him.
Exert your Mind and spend an Action. You must use up A full corn on the cob, with husk intact in order to activate this Effect.
Summon the one and only Sapient The Corn Beast at your location. They last for two hours or until they are destroyed. They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
You may only use this Effect once per day.
Remus lay unresponsive on the floor; enshrouded in a cloud of psychoactive gas, his trusty oversized cross laying besides him as always. In spite of his condition, some semblance of a sentence managed to slur its way out of his unconscious lips.
"...Goddamnit, gotta get back to the fuggin' job-"
Still fully unconscious, one hand reached over in a slow and practised movement that had by now reached some sort of muscle memory: hefting up the large cross and slapping himself harshly across the side of the face with the enormous thing.
Bringing him back to the land of the living.
Expend a point of Battery and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
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, 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.
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.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
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 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.
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.