When activated, the user is engulfed within a pool of shadows and sinks into the floor completely disappearing.
Exert your Mind and spend an Action to activate. This Effect cannot be used unless in contact with a shadow.. Make a Trauma roll when you activate this Effect.
You phase out of reality for up to 10 minutes. 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 pool of shadows at your location.
Jakob Bosch has discovered a new use for his flesh-melding abilities. He summons a imp-like creature he affectionately named "Pus" to work on whoever he's targeting, the fleshy being hops from point to point on the body and does it's best to quickly fix whatever physical ailments the target is under. After it's completed it's work, the being screams in agony as he infinitely folds in on himself, spraying small bodily fluids in a dome around him.
Exert your Mind and spend 1 minute. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a small, disgusting imp who constantly produces a horrid, violent scent work on the affected target.
From the Mists that trail around her feet and hands, Elizabeth can draw small objects, and slip them into.
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 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.
Possession of this Power grants the following Battle Scar: Sublimiation: Parts of your body are turning to mist. Particularly your shoulder. You suffer from Shoulder Subluxation.
The Rider takes out a card from their person and yells out "HENSHIN!" As they insert the card into the slot of the Rider Belt, afterwards by adopting multiple exaggerated poses each limb of the Rider is covered by armor and accessories, once the Rider is entirely covered in armor they recite their tagline and do one final pose and their transformation is finished.
The Rider armor enhances the the user's Physical Attributes and gives them access to the rest of the Rider Gear.
Exert your Mind and spend a Quick Action.
You transform into a Sentai Ranger for 3 minutes. You have access to all of your Powers while you are a Sentai Ranger, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your body is adapted to Acrobatics/Stunt work. You receive +3 dice on non-attack rolls related to Acrobatics/Stunt work.
While transformed, instead of your normal clothes and equipment, you are equipped with: The Rider Loadout
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.
black and yellow patterns wrap around the user's neck, preventing the pain receptor's from reaching Penny's brain
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
As I finish burning, I exhale the smoke in a ring that floats toward the damaged flesh. It surrounds it for a moment, then sinks into the skin. As it does, the scar begins to heal, and the impossible is made possible through drug use. I hope I don't have to make a habit of this.
Use up this cigarette and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
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. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, 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.
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).
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.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.