Bu fang appears to rummage through the backpack, as if he is looking for something. Then out of nowhere, as he digs in he says "Ah!" and pulls out a large oversized bag of food/ingredients.
Spend an Action. You must actively and obviously use Backpack/Knapsac 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 Containers of food/ingredients in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 15 of them at a time.
Time is effectively frozen inside your stash. Anything Sapient inside can still move and may still experience their own localized, subjective passage of time.
Everyone knows that you can hide your identity by simply putting on a mask.
Spend 2 Actions to activate.
Your appearance changes to The Man/Woman in Black. The disguise lasts for an hour and a half, or you may end it early at will.
You are only able to shift into the one predefined appearance. This 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.
This Gift's Cost is capped at 2 and cannot be increased further.
Trevor clenches his fists and grinds his teeth, then greatly expands in size as his anger takes over. Trevor's transformed self is roughly 8 feet tall with blood red skin and comically bulging muscles.
This Effect activates whenever Short Fuse procs, or Trevor becomes angry. It does not require an Action or Exertion.
You transform into a red, hulking figure for 3 minutes. You have access to all of your Powers while you are a red, hulking figure, 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. 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 -2).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
The target spends a minute eating up this delicious meal of assorted meats from.... Actually, don't think about where it's from too hard.
The meat releases healing agents into the user seen as green crosses enveloping them and their health bar.
You're making a trauma roll because there's definitely meat of your select race in here, Kei doesn't discriminate, you all taste good to her.
Use up this Demon Meat and spend 1 minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll 7 dice at Difficulty 6, dice penalties do not apply.
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 red balm is applied on the scar area it beggins to light up in a red fire as int corrects the inperfection.
Use up this Red cream and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
A glimmering energy flows from the gem into Vergil, and a gust of wind carries the voices of those in need on the wind to him. In addition, the goddess within the gem can detect other beings of divine origin or those imbued with divine power. Allowing him to know when the agents of the orthodoxy of ruin are nearby. If he needs more specific information, he calls on Odessa to unite her powers with the goddess of the wind, and dispensing the sand of sleep onto the wind it flows in a trail that directs him to the person in need.
Odessa's closest friend, and a goddess trapped in a similar situation to her own. Luckily Odessa and her had known of each other's locations before they were sealed into crystal form to protect the world from the powers of ruin, yet now with ruin having infiltrated the world the Goddesses are returning to imbue their chosen hero with the power to set things to right!
Exert your Mind and spend at least two Actions performing the following ritual: A prayer to Thalassa the Goddess of Wind to activate. You must use up Sand in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Beings imbued with divine power and Beings in dire need of help 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 and their direction, but you are not aware of their exact locations.
Even while this Effect is not active, if any Beings imbued with divine power or Beings in dire need of help come within 300 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
Even if there are no Beings imbued with divine power or Beings in dire need of help within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind (unless you win a coin flip) 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.
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 beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
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 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.
Take a Severity-1 Injury and spend an Action. You must use up a corpse in order to activate this Effect.
Summon a single zombie 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.