Luci's shadow doubles as a holding space that she's allowed to use from the Umbral Plane. Her preferred method of stashing is stuffing the object in her shadow, however, she can also dematerialize and rematerialize objects in her hands into shadows that will seep over her shoulder or down into her shadow.
Spend an Action to activate.
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 any targets in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 7 things at a time.
Animate targets may Resist being stashed.
Exert your Mind and spend an Action.
You transform into gelatinous form for the next hour. 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.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see body turns into a jelly monster.
As Mr. Kind invoked his powers, sigils glowed with a faint, pulsating light. Flanked by two of King Paimon's familiars, his eyes gleamed with anticipation. With a subtle gesture, he beckoned them forth, and they responded, their forms coalescing from the surrounding shadows. Like wraiths materializing from the darkness, they took shape, their eerie visages reflecting the eldritch power that coursed through them.
The familiars appeared as crouching, bent shadowy, cat-like in their movements, creatures. The impish long limbed forms, pulsing with eldritch light. Seemingly made of coalescing smoke, thick like burnt scentless rubber vapors, and void-like spaces. That bore glowing embers floating among the motes of starlight in the not entirely real substance. Chain-like tails, claws, and spines, the winged Gaunts stalked forward, their more shadow than substance forms, gaining substance.
Thin, and black, with bat-like wings and a long, spiny tail. They have no facial features, and their skin is smooth and rubbery.. With a final word, Mr. Kind stood as a master of the creatures forming around him, his ambitions soon to be realized with the aid of King Paimon's familiars.
"He can bestow dignitaries and provide familiars against enemies while binding anyone resisting him in his own chains." Daily kind smiles as he speaks.
The first King of Hell that Mr. Kind bargains with is Paimon. Paimon is known as a powerful entity who holds vast knowledge and abilities. He teaches all arts, philosophy, and sciences, unveiling secret truths and mysteries of the Earth, wind, and water. Paimon can reveal the depths of the mind and answer any inquiry the conjurer desires. Furthermore, he grants good familiars, bestows dignities, and binds individuals to the conjurer's will.
In the Abramelin tradition, Paimon's powers are extensive. They include foreknowledge of past and future events, dispelling doubts, summoning spirits, inducing visions, summoning and dismissing servant spirits, temporarily reanimating the deceased, flying, enduring underwater indefinitely, and the general ability to manifest various objects and people, even armor, as commanded by the magician.
Exert your Mind and spend an Action. You must actively and obviously use The seal of Paimon to activate this Effect.
Summon a single Daemon at your location. They will 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 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Creatures of void substance like smoke and fire becomes visible, plus they fucking tickle you, which is weird..
The gun shines a dim yellow. It's time to run.
Exert your Mind and spend a Free Action. You must actively and obviously use Crescendo Personal Orchestra to activate this Effect.
Lasts 3 Rounds. Whenever you use your Movement, after all other calculations, the distance you may travel is quadrupled.
If you go a round without using your Movement, you immediately collapse and must remain immobile and resting for the same duration of time you previously spent moving.
Through years of study, Rupert has developed a keen understanding of patterns in written or otherwise non-verbal forms of communication. He is able to discern the meaning hidden within any text, image, message, etc that he views.
Exert your Mind and spend an Action. This Effect cannot be used unless the relevant communication is written down or recorded visually in some way.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
When the user touches a key of some sort, an appropriate keyhole will form in the middle of their chest, right above the heart. Putting the key in and turning it will create an opaque black opening around where the keyhole was. After reaching into the opening to store or retrieve an item, the hole closes, the key turns back and will fall out.
The name only refers to the place of the stash, it's not actually part of the body. It's more of an extension of your mind, death will result in dropping all stored items at once. Time does not move inside the stash, items will leave in the *exact* condition they entered. The key used to open the stash doesn't need to be an actual key, just something whose primary purpose is opening locks, a key card for example.
Spend a Quick Action. You must actively and obviously use some sort of key 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 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 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.
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.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie 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 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie 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.
You may only use this Effect once per day.