With a flourish of a sheet or robe, Preston wraps himself in a tiny bundle and disappears in a shower of sparks. He has been known to bring others with him as well.
Exert your Mind and spend an Action or Reaction. You must actively and obviously use a sheet, blanket, cape, or robe to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot affect the outside world but may take mental and self-targeting 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. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.
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.
When he summons this creature, it is vicious, looking like a Giant plant monster and it has a giant monster made out of thorns and vines and not regular vines, thick vines it has a lotus flour that is upside down on its head covering its face
Exert your Mind and spend an Action.
Summon a single Non-Sapient, Animate Thorn guardian at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most one active at a time.
The Claw of Akhekh creates a sort of burrow within its Wielders body, allowing them to withdraw it inside of themselves in order to hide it. This hole can be expanded by the magical nature of the claw, as its living metal continually reinforces the body of the Wielder.
Spend a Free Action to activate.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. 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 1 things at a time.
Rick looks sternly towards the incoming attack.
Shifts his jaw forward slightly, standing up straight and tilting his head just the slightest bit to full project the full aura of manliness towards this violence-begetting weakling.
The air ripples around him like vapor, and his mustache catches the ambient light, rustling majestically like a serene wheat field at dawn.
The rage and desire to do harm, just drops away- their attacks pull back, almost like last-second mercy-
but they're really just impressed/intimidated
Exert your Mind and spend an Action. Roll Brawn + Influence at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
This Effect is not obvious, and the only sign you are using an Effect is An intense, almost pitying stare.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You must hold down the button and speak clearly into the walkie talkie, instructing one of the guards from your museum to report to your location.
Exert your Mind and spend one minute. You must actively and obviously use Walkie Talkie to activate this Effect.
Summon a single Armed Museum Guard at your location. They will last until they are destroyed. They are controlled by the GM and will not necessarily obey your commands. You may have at most 1 minion active at a time.
You may only use this Effect once per day.
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 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 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 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 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, Targeted, 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.