It’s eyes dilate as long tubes of flesh covered in tiny hairs protrude out of its arms and legs. It smells the terror brought about by its hunt, and they cannot escape its looming grasp.
Exert your Mind and spend an Action to activate.
You automatically detect all Stressed Creatures 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, and you have a clear sense of both the distance and direction towards any detected beings. This information is accurate enough to use for aiming at them, at +1 Difficulty.
Any Stressed Creatures detected while the 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 50 feet of you.
You receive the scent for each being you detect.
All Stressed Creatures who you can sense are equally able to sense you.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see sphincters opening up on Wei’s arms as long, puffy scent organs pulse outwards.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
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.
A small cowrie shell pendant appears on the bracelet, which glows while the barrier is up.
Joe takes a meditative pose and takes a deep breath, during which he establishes his inner peace and then wills it to supernaturally manifest. A nearly invisible spherical barrier appears around him and his friends. The barrier ripples with soft light (like under sunshine through water) when touched by anything, and it splashes and cracks when damaged.
While dangers, chaos, and bad weather are all a part of life, Joe's inner peace is available to all who are (literally) within his inner circle.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless you take no Quick Actions, Free Actions, nor minimal Movements while the barrier is up. Roll Intellect + Influence at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Through the care of Michael, scars can be healed anew, and cuts can be sealed, the threshold forever glued shut.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The scars on the skin unweave and reweave themselves anew.
You drag one unlucky, and often unwilling, participant with you into a murky reflection. Then, you both find yourselves in your Dark Place.
They're not going to like the Dark Place.
The Dark Place consists of a black sky and endless pool of equally black water, a little less than ankle-deep, spreading in every direction as far as the eye can see. There are no noises around but the ones you make.
Exert your Mind and spend an Action. This Effect cannot be used unless your suit is in physical contact with water - at least enough surface area to cover the soles of your shoes.
You phase out of reality for up to 10 minutes. During this time, you cannot perceive or affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.
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 hazy reflection or shadow in the water at your location.
Exert your mind e gaste uma Ação ou gaste um ponto de Sumidão e uma Ação.
Você desaparece desse plano de realidade num vórtice de matéria que puxa seu corpo para dentro de um dos seus olhos - que ocasionalmente sangra. Você sai da realidade por até 10 minutos. Durante esse tempo, você vê o mundo exterior, mas não pode afetá-lo ou tomar nenhuma ação. Você não pode se mover. Nada pode interagir com você de forma alguma.
Quando você sai da realidade, você pode trazer até 1 alvo adicional, ao alcance do braço, com você. Enquanto estiverem fora da realidade juntos, vocês podem interagir como se estivessem em um vazio que se estende infinitamente em todas as direções.
Quando você ativa esse Efeito, você pode limitar sua duração a um período de sua escolha. Se você puder, você também pode encerrá-lo como uma Ação Livre por sua iniciativa.
Sistema Estendido
Você pode usar seu Movimento Livre na Rodada em que você volta à realidade, mas não pode tomar uma Ação.
Exert your Mind and spend an Action.
You phase out of reality for up to 10 minutes. 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.
When you phase out, you may bring up to 1 additional target in arm's reach with you. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.
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.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
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.
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 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.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie 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.
You may only use this Effect once per day.
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).