Viktor would go to his table that is filled with parts, and would slowly start to assemble a Tiny two-legged robotic friend. Which seems to have a rotating camera on top of its legs.
Exert your Mind and spend one minute. This Effect cannot be used unless you are at your crafting area.
Summon a single Two-legged robot, that has what looks like a camera ontop of it 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.
You may only use this Effect once per day.
Motivated by his newfound understanding of society, and time itself. Amaranth Barclay has realized a very crucial fact. It is not always wise to be a caveman without any connection to society or the world therein and that it's sometimes better to be someone else. Amaranth didn't understand society very well however, So, Amaranth began to look into the one thing he did know.
Time, and in time there is the theory that whenever you make a choice it branches off and creates an alternate reality. Amaranth can see those realities, and now, his own connections to them and by syncing their temporal states he can take on the appearance he would've had in one of those alternate timelines, and with infinite timelines, well. That could be anyone. Though in exchange, he does have to lend his own face to other timelines occasionally and who knows what troubles that will bring?
Exert your Mind and spend a half hour to activate. You must actively and obviously use A device that keeps time. to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. A disguise cannot affect your Attributes or other stats.
This Effect ends if you take an Injury or are stunned or incapacitated.
A language processing module, arcing with purple electricity as it enables a person to understand any language spoken to them by anything the device deems..intelligent enough.
It actively encourages you to kill anything that it cannot understand.
Upon the device running out of charge it will wish you a goodnight in a random language and then disable itself until it has fully recharged.
Exert your Mind and spend one minute.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
You may only use this Effect once per day.
a dark cloated light consumes the user turning them into a uncontrollable beast
a curse more than a gift
Exert your Mind and spend an Action to activate.
You transform into the last Creature you touched for two hours You are unable to revert from your Alternate Form at will and must wait for the duration to fully elapse before returning to normal.. You cannot transform into a flying creature. 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. The equipment you are wearing does not transform 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.
The baseball bat slammed into Vito's stomach with little fanfare, striking with the sound of slamming into a steel wall rather than the splintering of bone. A sinister smile crawled across the Elvis impersonator's lips, rather than the usual expected cries of agony.
At once, a torrent of sharp nails burst forth from the jacket that he wore, impaling the attacker with dozens of missiles.
Expend a point of Battery and spend an Action or Reaction. Roll Perception + Alertness (5 dice) at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact 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.
The dogtor moves out of sight. When she is seen again, she is wearing, carrying, dragging, or otherwise touching the item (or the thing she was already interacting with has vanished).
Spend a Quick Action. This Effect cannot be used unless you are hidden from the sight of all Sapient beings.
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 things made specifically for dogs 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.
You may choose to equip any equipment you withdraw at no additional cost.
Possession of this Power grants the following Trauma at all times: Bark Bark! Roll Roll Self-Control when you hear any noise that dogs commonly bark at (e.g., door knocking, dog barks, loud sudden noises).
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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.
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 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.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival (5 dice) to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
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 (4 dice) 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.