Abbas is so familiar with forest, jungle, and such terrain, he can focus and see a optimized path before quickly and easily sprinting through, at a ridiculous speed.
Exert your Mind and spend an Action.
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.
Mansquito exerts his fighting spirit, causing his wounds to seal closed and allow him to keep fighting for JUSTICE! Takes a short time to charge up, which cowardly enemies may exploit to attack him.
Exert your Mind and spend 1 minute to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Brawl 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.
Odd Toddy's skin begins to turn red, their muscles bulge, and their clothes are absorbed into them real nasty-like. Their head splits open and a goat head emerges. It's all really fuggin gross.
Exert your Mind and spend an Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into Goat-Headed Demon for 3 minutes. You have access to all of your Powers while you are Goat-Headed Demon, 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 Brawn is increased by 2 and your Dexterity is increased by 2. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Goat-like head, disgustingly vascular, nude, lacking genitals.
He spills his on the floor and an alcoholic spirit appears from the ground
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient Spirit at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The way it fabricates is unnatural causing nanites in his hands to force them opensuck the object in and rearranging the molecular structure to turn the item into what he needs then pushing the item out and cauterizing the wound causing his burns.
Exert your Mind (unless you win a coin flip) and spend 1 minute to activate. You must use up Something Of Equal Weight in order to activate this Effect.
Choose an Object which could fit inside a messenger bag (up to 10 liters). It cannot be Alien and must be relatively basic. You cannot create explosives. You may create firearms.
Roll Intellect + Technology to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Created item lasts 1 hour.
You may keep up to three fabricated objects at a time that do not expire after an hour.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The way it fabricates is unnatural causing nanites in his hands to force them open suck the object in and rearranging the molecular structure to turn the item into what he needs then pushing the item out and cauterizing the wound causing his burns.
Possession of this Power grants the following Battle Scar: Major Burn Scars on Hands.
Tiny electronic robots emerge from the ring and burrow under the users skin. They crawl along under the dermis creating quickly moving bulges that travel into the users fingers, down their hand, past their wrist, and into the forearm before ballooning outward and spreading all over the body. The feels like their nerves are on fire as the tiny insects crawl along the internals of the body before finally arriving at the nerve receptors for the eyes and nose respectively. Once at the eye the user would see their tiny legs begin to snake into the their vision from the periphery. The nanite needs the eye to be looking forward so as the cornea moves to the side to see the legs they retract while legs on the opposite side continue to snake forward. Once the eye is stationary enough the bug legs lock it into place and another nanite crawls from the back of the eye and enlarges over the cornea. Once in place it's tiny legs inject past the cornea and into the optic nerve behind it. Afterwards the user sees a thin HUD outline of what the other nanites have already found relayed back to the user. As for the nose once the nanites are in place at the nerve ending the user would have a sudden drop where they couldn't smell anything for a few seconds followed by the smell of metal and burning plastic for a bit, then the new senses would be online. The nasal cavities become filled with tiny nanites buzzing and humming from inside.
Tiny nanomachines begin to pour out of the ring and skitter around the user in an outwardly growing sphere. They burrow into floors, walls, roofs and doors and continue to move unnoticed with the user for the duration of the ability before dissolving. While active the bots scout slightly ahead and ping back information to the ring that they emerged from, mainly focusing on electronic items but also recording interesting smells and cataloguing them for investigation.
Expend a point of Battery and spend an Action. This Effect cannot be used unless Nanites require area with active power or enough to last them the duration of the ability(at minimum car battery).
Your senses are enhanced in the following way. Lasts for three hours.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Cornea HUD, Nose Hive..
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
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 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 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch 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).
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
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 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.