Assassinette's Arsenal A girl's best friend

1
The power to store things in a hidden stash.
Used by Luci Alessi, Created by Riley.
( )

Luci learned a thing or two from her brother. Her usual item choice for swap is a hairpin, but any item she attunes to seeps into her shadow and in its place produces anything from her stash.


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.

  • 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.

You are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Revision purchased with:

Community Activated Gifts

Lorenzo's wallet is seemingly bottomless, holding hundreds of thousands of dollars without taking up more space than a standard trifold.


Spend a Free Action to activate. You must actively and obviously use a wallet 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 store cash or currency in your stash, each no larger than something which could fit inside a ziploc snack bag (1 liter), and you may store up to 15 of them 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.

Ellis has become one with the bomb, allowing himself to re-integrate his body back together when it has been disintegrated in an explosion, and can even save another person in this manner, providing he was able to reach them before the explosion went off. Anyone watching the area for ten seconds or so after the fact would see a sort of abstract impressionist painting of him, dots expanding apart and then reforming into a solid person.


Exert your Mind and spend an Action or Reaction to activate. This Effect cannot be used unless you are within the radius of an active explosion.

You phase out of reality for 3 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. Nothing can interact with you in any way.

When you phase out, you may bring 1 other targets you are touching with you.

You leave an image of yourself in an abstract impressionist style exploding and then unexploding in slow motion behind at your location in the real world when you use this effect.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

A cold wind wraps around Gullivers body as his feet bounce and he speeds towards his prey at immense speeds, howling.


Exert your Mind and spend an Action to activate.

You can run at three times your normal movement speed for the next minute.

  • 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.

In the day, a Motorcycle appears under David as he jumps, riding off.
In the night, A Skeletal horse appears under David as he hops on, and they start galloping away.


Exert your Mind and spend an Action to activate.

You can run at four times your normal movement speed for the next minute.

  • 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.

Guido has a particular sensitivity to creatures that are not part of the local time stream. This includes Time Travelers, Extra-dimensional beings, or in some cases creatures that have Powers to warp/alter Space/Time.

While always capable of picking up these emanations, Guido can delve deeper into the time stream to pinpoint them. Doing so causes a psychic disturbance in the area, & is traumatic to the psyche of the little dinosaur.


Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.

You automatically detect all Temporal Anomalies within 50 feet of you for the next minute. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby and their direction, but you are not aware of their exact locations.

Even while this Effect is not active, if any Temporal Anomalies come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

Stock Activated Gifts

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.

You transform into small for one hour or until you choose to end the Effect. You cannot transform into a flying creature. 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.

  • Creature Stats
    • Medium (large house cat up to human) Body 3. Brawn 1. Dexterity 3. Fall damage reduced by 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”) that is not reduced by Brawn. Gms and Playgroup leaders can apply other bonuses and effects to specific animals.

The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.


Exert your Mind and Spend an Action to activate.

You transform into your own corpse for one minute. While transformed, you cannot move or take Actions, but you can perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.

If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.

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 to activate.

You may move easily and without a roll in any of the following situations. Lasts 1 hour.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.

The time-twister presses a button on one of her wrist watches, and, in a flash of orange light, disappears. She has skipped 9 seconds forward in time. To her, the travel is instantaneous, but everyone else must wait until she reappears.


Exert your Mind and spend an Action or Reaction to activate. You must actively and obviously use a clock or watch to activate this Effect.

You phase out of reality for 3 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. Nothing can interact with you in any way.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While the shield is in supercharge, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield. The duration is very limited due to the strain of existing in a skin-tight environment.

The PSG Omega Shield glows an almost blinding white light when active.


Expend a point of Battery and spend an Action or Reaction to activate.

You phase out of reality for 3 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. Nothing can interact with you in any way.

You may end this effect prematurely as a Free Action.

You leave a golden glow shaped like yourself behind at your location in the real world when you use this effect.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.