The Hemomancer's viscous form shudders, reaching a long, surging appendage toward their ally surrounded by enemies. As soon as contact is made, the ally's skin, muscle, and bone slaws off in crimson strips, flowing back toward the central mass before dropping into a nearby puddle of blood. The puddle acts as a translucent window into a shuttering pocket dimension, thumping heart rate matching the Doctor who now tends to her patient's wounds.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless Amorphous is Active. You must actively and obviously use a puddle of blood at least 1 Liter in volume to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You phase out of reality for up to 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.
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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the target forcefully dematerialized.
You leave reflections of the Phased targets at your location.
To Edgar, this ability looks as if the world around him suddenly begins moving in slow motion and becomes a tinted multicolor pattern, but to everyone else, it looks like he suddenly just sped up and became a blurry speedster.
Exert your Mind and spend an Action. This Effect cannot be used unless Someone hes standing within walking distance of is in immediate mortal danger.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If you perform an all-out Sprint while this Effect is active, all Attacks targeting you suffer -3 dice for the next Round.
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.
Possession of this Power grants the following Trauma at all times: Fear of failing to stop something he believes he could prevent.
Speed1nner_2 presses himself repeatedly into the applicable surface with his center of mass as well as his limbs in different angles and patterns while making a great deal of noise -- parts of him sometimes clip into the surface.
Locks are pathways designed to eventually be opened. One of the most efficient methods of saving time is finding a way to bypass these boundaries and restrictions -- the simplest being a 'lock'.
Spend two Actions performing the following ritual: Thorough, repeated jamming of the limbs and body into applicable surface at varying complex angles, accompanied by decrees of 'first try' and loud expletives. Select a Non-Alien door, container, knot, or lock within arm's reach. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
Mid-winter , Ontario Canada a man is cuffed by two blue collars, tears run down his red sodden face, his mumblings reverbates like falling glacier repeating " i didn't kill her, i didn't kill her". A blue collar holding the door responded with in a cold venemous tune " you and every other pig" proceeding to slam the door shut as the man walked in. In the rearview mirror the bluecolour's eyes turned from brown to green and back.
Exert your Mind and spend a minute. You must use up Blood in order 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 cannot alter your clothes. 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.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind (unless you win a coin flip) and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours. Select at least one sensory Enhancement.
You may only use this Effect once per day.
"Have you seen something?" a sudden step forward, move slowly, focus on their pattern. Understand. Everyone. Never stop hiding.
"You're definitely paranoid" a head turn, 57° to the left. Right ankle down, torso to the left, take advantage of the light pole.
"Wait, what's that?" Shit. Be fast. Be swift. Cover the hand with the shadow, move slowly. A head turn, 35° to the right: MOVE. NOW.
"Bro, chill."
After trying for years to go unnoticed and to remove your toxic friendships and relationships you develop a particular way of being: your arms move in unnatural ways, your every step bends at peculiar degrees, you have managed to spot major blind spots in the line of sight of everyone around you. By exploiting this knowledge you get to be really difficult to notice, maybe someone may catch a glimpse of your silhouette, but you just need to break sight for mere moments to get unseen again.
You gain the following benefits at all times.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Battle Scar: -5 feet of speed while the effect is active.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.