Grace covers her eyes and counts to five, slowly fading out of existence as she does so until completely gone. While she counts, Obedience is looking for hiding spots, though this has become less obvious over time as the loss of Grace's eye locked that area from moving independently.
Grace knows the importance of staying hidden. Being able to wriggle into small spaces already is helpful, but being able to slip past people in broad daylight is required for swiping necessities. This power is most often used for sneaking into the cargo holds of planes to travel long distances.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: Grace covers her eyes and counts to five. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You are obscured in one of the following manners. Lasts 2 hours.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
Frankie starts calling for Mikey to come. A door appears right next to Frankie out of no where.
Exert your Mind and spend an Action.
Summon the one and only Sapient machine guy Mikey at your location. They last for two hours or until they move more than 150 feet from you or 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.
Possession of this Power grants the following Battle Scar: Missing fingers.
The spider monkey is incredibly stealthy. It sneak very good. It smuggle other monkey even gooder.
Exert your Mind (unless you have an ape in your stash) and spend an Action.
You are obscured from sight for the next 10 minutes. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 minute.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift does not affect your clothes or equipment.
Possession of this Power grants the following Trauma at all times: Caffeine Addict - Due to questionable events in the past, you have acquired a taste for sugary substances, which you do not handle well. (Whenever you would come into contact with an obviously sugary substance; bag of sugar, candy, donut, etc. you must make a Self Control roll or be forced to try and obtain it).
His eyes begin to glow. From out of no where creatures that look like angel like creatures grab the thing that will be put into. Johnny unhinges his jaw and the creatures begin to shove them down his throat. He doesn’t choke.
If he takes something out the item gets vomited out in a similar manner with a baby angel exiting the mouth and disappearing after waving goodbye.
“I was given this power to save people after they have died but of course I don’t wanna have to carry them on my shoulders. It occurred to me in a dream but I never imagined it feeling so disgusting to do each time again and again. I just need to get strong enough to be able to completely revive people.”
Spend an Action.
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 Corpses in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 5 of them at a time.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The eyes of Johnny begin to glow and it looks as if the item that’s being stashed or taken out is shoved in or out of Johnnys mouth by baby angels. Johnnys mouth is unhinged like a snakes. Everybody looking at this gets the feeling that this is wrong and against the natural order of things.
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.
You reach into your jacket or beneath your shirt and produce a stashed item as well as a hand full of golden grains of sand that fall from between fingers, disappearing before touching the ground.
Spend an Action.
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.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 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 phase out, you may bring up to 1 additional target in arm's reach with you.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
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 vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
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.