An entity that's covered in rock, the Geological Organism Load Extracting Machine, or G.O.L.E.M is a creation that's comprised of a core and nanites that hold the rocks together. Created from the Eternium Battery.
The G.O.L.E.M is made by releasing the energy into the ground or surface that the user is in, along with a stream of nanites, the same then being bound together and reshaped into the shape of the G.O.L.E.M, after which the nanites burrow deep inside of the entity to create the core, to regulate the energy levels of the being.
Expend a point of Battery and spend an Action to activate.
Summon a single G.O.L.E.M at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 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.
Freddy is able to unknowingly manifest phone calls from another dimension. The phone starts ringing and the screen glows an almost blinding hue of green and Accepting those will teleport him and another person of his choosing into a Pocket dimension so that he can quickly take the call without being disturbed.
Freddy’s anxiety started to spike when he started his job at the MI6. Everything was so new , so new and scary. Everybody wanted him to do something at all times but every time when he felt that it was being too much for him he got a phone call , letting him leave the situation gracefully. The connection with the harbringers seems to have amplified this “ability” of his making it so that these calls he gets when shit hits the fan transport him temporarily into another dimension until the phone call is done.
He should’ve just been a musician like his uncle Randy.
Exert your Mind and spend an Action. You must actively and obviously use Cellphone to activate this Effect.
You phase out of reality for up to 4 Rounds. 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 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 ghostly version of Freddy and Who ever he decided to take with him at your location.
The user is able to summon an adept spirit for the situation they are involved in. The spirit then procceeds to assist the user by taking over their body just to perform the action they were summoned to do.
Use up this spirit soul and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you become desynchronized with the spirit summoned.
You transform into human carcass for said soul for 3 minutes. You have access to all of your Powers while you are human carcass for said soul, 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 Brawn is increased by 1. Your Stress is reduced by 2.
Your body is adapted to mobilize, persuade, investigate, and perform strength-related stunts. You receive +3 dice on non-attack rolls related to mobilize, persuade, investigate, and perform strength-related stunts.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
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This Effect activates whenever someone in a 50 foot radius from yourself expends or recovers a point of Source. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. This Effect cannot be used unless only a single alternate self is slated to be summoned per activation. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you instead witness the appearance of an alternate self that is openly hostile to you, your allies and your goals. Unlike non-hostile alternate selves, hostile ones are controlled by the GM, refuse to follow any commands you give and cannot be ended prematurely at will.
Summon up to 3 Sapient alternate selves 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.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: Mental Haze.
A distinctive suit that combines the colors green and black with intricate designs and futuristic aesthetics.
Adds 2 levels of armor wile transformed.
Exert your Mind and spend a Quick Action. You must actively and obviously use Morpher to activate this Effect.
You transform into Green Power Ranger for 3 minutes. You have access to all of your Powers while you are Green Power Ranger, 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 Attributes are the same. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
While transformed, instead of your normal clothes and equipment, you are equipped with: Green Ranger
You may only use this Effect once per day.
He is teleporting around, looks as if he is lag switching when in reality, he is just lagging
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 you perform an all-out Sprint while this Effect is active, all Attacks targeting you suffer -3 dice for the next Round.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
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.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch 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).
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 survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of 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.