Liam hoists the wounded person on his shoulders in a classic Fireman's Carry - a combination of adrenaline, duty, & guilt propel him past any obstacles at startling speed. This movement appears to be improbable luck to the casual observer, with pratfalls, fortuitous stumbling, & similar. If seen from the side of the eye or under certain conditions (as determined by the GM), the truth is revealed: the ghosts that haunt the medic are helping to rescue the patient.
Exert your Mind and spend an Action to activate. This Effect cannot be used unless the person being carried has limited movement via penalties or battle scar.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.
He sits next to his patient, and reaches in to pull a few mundane objects from the bag: bandages, medical tape, and some skin glue. As he works, his hands start to glow a greenish-gold and seals the wound shut, if all goes correctly.
Exert your Mind and spend 1 minute to activate. You must actively and obviously use Doctor's Bag to activate this Effect. 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.
INVISIBLE INVISIBLE NIGHTMARE
Exert your Mind and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
This Gift does not affect your clothes or equipment.
A sickly green cocoon quickly envelopes Kris and warps her form into a crude mockery of a certain cartoon's villain.
Exert your Mind and spend a Quick Action.
You transform into Black-Carapace Armored Insect-like Equine Humanoid for 3 Rounds. You have access to all of your Powers while you are Black-Carapace Armored Insect-like Equine Humanoid, 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 Attributes are the same. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Carver gets a focused glint in her eye.
Using her psychic powers, Carver is capable of producing a personal barrier powerful enough to blunt attacks. The strain of creating a physical phenomenon capable of stopping bullets is great, so much so that it runs the risk of overwhelming her mind, but if she keeps a clear head she'll be fine.
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. Roll Intellect + Medicine at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. 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.
This Effect is not obvious, and the only sign you are using an Effect is your eyes shifting color. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The little girl's black orbs for eyes glow red as her unusually large pitch black shadow twists and lifts up from the surface, forming into a large, taloned, bone-spined black demon with flaming red eyes.
This Effect activates whenever fail the Tantrum Trauma roll, suffer a Severity 2 Injury or greater, or you are restrained against your will. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you it rages wildly upon arrival, causing a Severity 2 Injury to the child and all allies within a 25 ft radius.
Summon a single Sapient a large, taloned, bone-spined black demon with flaming red eyes at your location. They last for two hours or until they are destroyed. They are controlled by the GM, do not follow orders, and only act to protect Violet from further harm and help her meet her basic needs. You may have at most one active at a time.
Possession of this Power grants the following Battle Scar: always followed by a large black shadow that seems to have a mind of its own.
Possession of this Power grants the following Trauma at all times: Tantrums: at least 2x per Contract, you MUST have that thing that you really really want (but have no business having) / do that (unhelpful) thing / go over there (out of the way). Roll Self-Control to keep this at a pouty sniffle and avoid devolving into a loud, paralyzing tantrum.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Take a Severity-1 Injury and spend an Action. You must use up a corpse in order to activate this Effect.
Summon a single zombie at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
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 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.
Sometimes in the process, a little water will get lost, and the aquamancer may be a little hurt by the transformation.
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.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
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.