The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Flight is brief but quick, and she must return to the ground in one minute.
Exert your Mind and spend an Action to activate. You must actively and obviously use a broom to activate this Effect.
You may levitate off the ground at three times your normal walking speed. The effect lasts for the next hour, though you may choose to end it at will.
Jimmy is able to swiftly produce weaponaries and other items out of thin air. Due to this power's unregistered status, Jimmy would as a red herring, pretend to pull these items out of his satchel or from inside his jacket.
Spend an 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 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.
RAZ-II, the flying mech machine will immediately dash/fly to the user, very quickly transforming into a suit of armor that will properly conform around his body, the armor will completely cover the user's body, a suit of mechanical wonders, the thrusters of which RAZ-II used to fly will strap themselves to the shins of the user, granting them an enhanced dexterity, and the turret that is now strapped to the back of the armor from RAZ-II is accessible via remote control.
Exert your Mind and spend an Action to activate.
You transform into Cybernetic Armor for 3 minutes. You have access to all of your Powers while you are Cybernetic Armor, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Dexterity is increased by 1.
You do not suffer any Penalty while in your Alternate Form.
While transformed, instead of your normal clothes and equipment, you are equipped with: Flack Jacket & Helmet + Shotgun
You may end this Effect prematurely as a Free Action.
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.
The advanced technology within the Kara has been upgraded to allow dimensional compression of weapons, reducing them to a two-dimensional "placeholder" as needed. These items may be withdrawn from "flat space" in the blink of an eye, seeming to coalesce in the wielders hand when needed.
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 Weapons in your stash, each no larger than something which could fit inside a rolling luggage bag (50 liters), and you may store up to 7 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Hammerspace’s a classic. Something as big as a briefcase can just go right into your pockets without you even blinking an eye. Where’d it go? Hammerspace. Takes but a hand wave to retrieve.
https://tvtropes.org/pmwiki/pmwiki.php/Main/Hammerspace
Spend an 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 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.
The scene shifts as the Driver suddenly seems to feel the rage boiling up beneath the surface, the pain, the anguish, all coming up as his body slowly changes, flakes of skin burn right off his face, revealing the flaming skull coated in blue fire from underneath, the skin from his bones gone completely, revealing the Hell Rider, ready to take his screaming foes to the Underworld.
Exert your Mind and spend an Action.
You transform into The Hell Rider for 3 minutes. You have access to all of your Powers while you are The Hell Rider, 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 Dexterity is increased by 1. Your Stress is reduced by 2.
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.
Possession of this Power grants the following Trauma at all times: Vengeful.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.
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.
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 Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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 Battle Scar: A disfigured face with bat-like ears.