The Boneman whips a thumb out - t.b.d
Exert your Mind and spend an Action or Reaction to activate. Roll Intellect + Influence at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see bones t.b.d.
Bro turns into a magical girl against their will
Exert your Mind and spend a Quick Action. You must use up Glitter in order to activate this Effect. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into Anime Magical Girl for 30 minutes. You have access to all of your Powers while you are Anime Magical Girl, 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 Charisma is increased by 1. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Magical Girl Uniform, Magical girl Staff, Magical girl Pretty Pistol, Magical girl sparkles.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see 45 year old man literally begins cutely dancing naked and tight highschool girl clothing wraps around him..
After snorting in a line of Gunpowder, your body starts moving explosively fast.
Exert your Mind and spend an Action. You must use up Gunpowder in order to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 100 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 100 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
If you perform an all-out Sprint while this Effect is active, all attacks targeting you suffer -3 dice for the next Round.
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.
Fuck being a super saiyan just use UI. Being in this form allows you to see and instinctively dodge every attack no matter what. Lasts for 5 Turns and after that you will be unable to move for the next 5 turns unless you get healed by someone else.
Exert your Mind and spend an Action.
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. If one of these senses does become suppressed, you may Exert your Mind to end the effect.
You may only use this Effect once per day.
Ellis has become one with the bomb, allowing himself to re-integrate his body back together when it has been disintegrated in an explosion, and can even save another person in this manner, providing he was able to reach them before the explosion went off. Anyone watching the area for ten seconds or so after the fact would see a sort of abstract impressionist painting of him, dots expanding apart and then reforming into a solid person.
Exert your Mind and spend an Action or Reaction to activate. This Effect cannot be used unless you are within the radius of an active explosion.
You phase out of reality for 3 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. Nothing can interact with you in any way.
When you phase out, you may bring 1 other targets you are touching with you.
You leave an image of yourself in an abstract impressionist style exploding and then unexploding in slow motion behind at your location in the real world when you use this effect.
Winding the hands of the dial forward, the user accelerates their personal flow of time to move at extreme speeds. During activation, the user's voice becomes distorted and glitched-- echoing over itself as they repeat an extended series of chants to themselves, oaths of their duties toward the timeline.
Exert your Mind and spend two Actions performing the following ritual: winding the dial's hand forward and chanting. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Lasts 1 hour. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 250 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 750 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 250 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
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 "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.
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.
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.
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.
Resolidifying is exhausting.
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.
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.
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.