"Oh shit, a guitar!" A man runs up and grasps the pearl-white Ibanez Iceman lovingly. Covetously.
"Oh shit, a vessel!" he hears in his mind along with a chuckle.
Exert your Mind and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you spawned minion attacks guitar.
Summon a single Rock 'n Roll Groupie 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.
Minions have 6 Body and can make melee range attacks with 4 dice to attack. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
The most painful times in Hezalea's life has left her indifferent to the pain. If she tries hard enough, she can tune it out as if it's background noise.
On pain:
One might say suffering is part of being human. Does that mean those who have yet to suffer are yet to be fully human? If that were true, if pain and sadness were a prerequisite for recognition, Hezalea would rather shirk it all.
On willfulness:
Muting any of the senses takes more than being told, "Just deal with it." But now... Hezalea can indeed say that to herself and expect herself to stop being so flustered by the incessant agony that hovers around her. It's all just a placebo. She's incredibly annoyed that this very power has validated all the insensitive words thrown her way.
On heroism:
Was numbness always part of being a hero? She doubts it. Often the most questionable heroes are ones who have become desensitized from the horrors that plague their lives. She wishes she could feel visceral disgust at all the atrocities in the world again, she wishes she could say that was the drive for her ambitions, but really, why does she continue moving forward?
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
The user snaps their fingers and a locker door manifests underneath the target object (if it's at a distance) and swings open inward. The object falls inside and the door promptly disappears.
When withdrawing an item or depositing a held item, a locker door appears in front of the user instead when they snap their fingers.
Spend an Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
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.
Veronica takes a little vaping break and comes back feeling incredibly refreshed.
Uses Moe-Magic instead of culture.
Exert your Mind (unless you win a coin flip) and spend 2 Actions. You must actively and obviously use a Vape to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Charisma + Culture at Difficulty 8.
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.
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.
She twirls as clouds of pink dust cover her body, and as they dissipate she is revealed to be in her transformed form
Exert your Mind and spend a Quick Action.
You transform into Magical Sailor Moon outfit, with hair turning pink (in twin tails) for 3 minutes. You have access to all of your Powers while you are Magical Sailor Moon outfit, with hair turning pink (in twin tails), and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Attributes are the same.
You do not suffer any Penalty while in your Alternate Form.
While transformed, instead of your normal clothes and equipment, you are equipped with: Magic Sailor uniform (3 Armour) + Magic wand(Assault Rifle)(Charisma + Performance)
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
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 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 "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 magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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.