Jeremy is tired of being blind so he commissioned some eyes.
Exert your Mind (unless you win a coin flip) and spend an Action to activate.
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
The red shoe lace quickly increases in length and winds itself around it's user into a chest harness and two wing-like loops. It can also wind itself around another person at the users choice carrying them around with the user. The user is able to levitate at high speeds while the wing-loops extend from them. After ten seconds the laces retract back to their normal length and lose their red color.
Use up this shoe lace and spend a Free Action to activate.
You may levitate off the ground at six times your normal walking speed. The effect lasts for the next three rounds, though you may choose to end it at will.
You may carry up to 1 passengers without increasing your Encumbrance. Any passengers must maintain physical contact with you or another passenger or the effect will end for them.
By consuming a vial of blood, regardless of the source of said blood, the holder of this gift used the consumed blood as a catalyst for a dark magic that restores the body. During said state of regeneration, the body of the user glows an eery red, as the wounds regenerate as if being rewound in time.
Exert your Mind and spend 1 minute. You must use up Vial of Blood in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Athletics 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.
james holds the moon mask asking luna for a last favor. and as she appears james hold her hand tightly and a bright glowing light starts to appear from her before she fuses with him making him a ghostified humen for a small duration
Exert your Mind and spend a Quick Action. You must actively and obviously use the moon mask to activate this Effect.
You transform into a ghostly humen for 3 minutes. You have access to all of your Powers while you are a ghostly humen, 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 Dexterity is increased by 2. You do not suffer any Stress while transformed.
Dr. Freeman is an artist of flesh. During surgery, he may alter a patient's appearance at will.
Exert your Mind (unless you are disguising the target to look like a specific person and use that person's body parts as fuel) and spend a minute. You must use up a section of skin in order to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You may Exert your Mind (unless you are disguising the target to look like a specific person and use that person's body parts as fuel) and spend a minute to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see facial and skin transplant.
Sand blows around David as he dips into the Realms of Death, and a dark, person sized shadow slips from those sands to fill his eyes as black as night.
David in his many travels through Realms of Death, encountered a nameless and sensation starved shade. A ghost, trapped amidst the great sands, that longed to experience life again. The wraith could see echoes of the living world through its reflections in the after and it craved to be able to see again. So David struck a deal with it—in exchange for sharing its longing sight when called for, he would let it possess and share his body. For that brief couple of hours, the wraith could share in his sense of taste, and smell, and touch, and all the other sensations of what it is to be living.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.
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 detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
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 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.