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 to activate. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any 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.
Quincy takes a moment to straighten his appearance and dust himself off - wipe blood from his nose, straighten his clothes, etc. As he does so, he seems to emit a gravity: small objects around him rattle and air rushes into his body as he takes an impossibly deep breath. When he exhales, he's stable again.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
A watch that when he clicks the watch a small deployable shield is thrown out.
Exert your Mind and spend an Action to activate. Roll Intellect + Science at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome Damage. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
Summon the crew and bring forth the one and only Mr. Jack, the right hand man of the captain. He will crawl his way out of the floor beneath you, no matter where and be loyal to you and you alone.
Mr. Jack is a skeleton, with black, obsidian-like bones. Dressed in black cloth with hints of red and a gold trim
Exert your Mind and spend an Action.
Summon the one and only Sapient Mr. Jack at your location. They last for two hours or until they are destroyed. They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
With a little elbow grease and 21st century know how, this artifact can help you find all sorts of strange things while out on a journey. Through the science that founded radar combined with a little magic, this item can find all sorts of strange things hidden in the world around you and when you are out and about on the hunt you'll be glad you brought your SEAL.
Louis's introduction to the contracting world being so rife with artifacts has made him question what else may be out there, and curious to find more, he's begun digging into ways to do so. This gift is the harbinger's answer to his request for a way to sate that curiosity.
Exert your Mind and spend two Actions performing the following ritual: Transcribing details about the area into the scanner. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Artifacts and Cursed Objects within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
Even while this Effect is not active, if any Artifacts or Cursed Objects come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
Even if there are no Artifacts or Cursed Objects within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Popularity and youth has it's drawbacks, but the ability to impede others ability to see often helps
Exert your Mind and spend an Action to activate.
You and any clothes or equipment you are wearing are partially obscured from sight for the next 3 Rounds. All attempts to detect you using sight are rolled at a -3 dice penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 minute.
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 Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
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.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.