The mask of sadness seems to weep as Black tears rapidly falls and cover over the entire body before condensing and changing the body.
Exert your Mind and spend 2 Actions to activate. You must use up 1k in cash in order to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for an hour and a half, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
A part in my left arm near the Radius comes out and goes to whatever part it needs to and starts to fix that scar on my body then goes back in my body
Exert your Mind and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
While chanting the incantation the Roman Collar releases a dim light and a smoky incense begins to steam off the Father's shoulders. When the rite is complete a set of brilliant white feathers burst forth from his back and form a set of wings. A total wingspan of about 7 feet, but are often furled up behind the Priests back. He grows a few feet, gaining wisdom and strength beyond a regular man.
Exert your Mind and spend two Actions performing the following ritual: Pro, Mater, tuum laudo sacrificium.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into Angel for 3 minutes. You have access to all of your Powers while you are Angel, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 1 and your Charisma is increased by 1. You do not suffer any Stress while transformed.
Bubba takes a beep breath, his skin and muscle turn pink and rubbery, and he inflates like someone is blowing him up like bubblegum.
Exert your Mind and spend an Action or Reaction. Roll Brawn + Brawl at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 2 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor. You 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see his flesh turn pink and inflate like bubblegum.
Body language changes drastically
This Effect activates whenever getting into combat and failing a self control roll. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You transform into spilt personality for 3 minutes. You have access to all of your Powers while you are spilt personality, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 3, your Dexterity is increased by 3, your Perception is increased by 3, your Charisma is increased by 3, and your Intellect is increased by 3. You do not suffer any Stress while transformed.
If you take a Severity 4 or higher Injury while transformed, you change into white hair, red eyes,. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a manipulative cold blooded murderer.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Liz takes a deep breath and whispers a phrase in Navajo. A swirling whirlwind sweeps from he rmouth, whirling around flinging debris at random. It can be dissipated with enough force.
Exert your Mind and spend an Action to activate.
Summon a single dust devil 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 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.
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.
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 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 magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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 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.