Dominic's war with the Illuminati continues, and now they've begun taking his stuff! They think he doesn't know, but his most treasured items without fail have a secret broadcasting unit keyed to a chip inside his brain that constantly tells him where they *really* are. Then with a little digging, once he's found the location, he extracts it with a glorious shout knowing that he has triumphed over the deep state yet again!
What Dominic does not know is that in his delusion the chip he developed actually stores things inside digital space, uploading them at just a touch, an innovation that could change the world if he wasn't so insane. While they're non-physical all it takes is for him to activate the chip again by triggering the delusion again to find the item.
Spend a Quick Action. You must actively and obviously use A container 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 Objects in your stash, each no larger than something which could fit inside a rolling luggage bag (50 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
- March 21, 2024, 12:22 p.m. - Improvement Cost: 2. Parameter Maximum Object Size changed from 1 to 2.
Dominic's tinfoil-lined hat has saved him from a number of mental assaults already, or so he believes, and as time has gone on, the comfort and mental security provided by that idea has become real thanks to the delusions of the conspiracy theorist, and now many will find his mind quite difficult to penetrate.
You gain the following benefits at all times. You must actively and obviously be using Tinfoil lined headwear to gain the benefits of this Effect.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Ascended street fighting. Trev's determination for survival has led him to "get good" and now has the ability to not only defend and attack more effectively, but also turn his defense into offense by the ability to redirect incoming attacks to other enemies.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Do ya feel lucky?
You gain the following benefits as long as engaged in combat with Handguns.
Your attacks with Handguns deal +2 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
Taking a moment to gatter their inner light, Belle focusses and then shoots out a blast of sunlight at the target. Scorching them with the intense fury of the sun.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
Kitty can apply their siphoning soul to magical objects...breaking brooms or enormous magical constructs.
Exert your Mind and spend an Action or Reaction. Select a magical object within arm's reach no larger than a large luggage bag (75 liters). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you you suffer a Traumatic Brain Injury. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Perception + Alertness Difficulty 6. Sapient targets may resist by rolling Mind at Difficulty 8.
If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. 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 activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
Targets which are considered indestructible can still be destroyed by this effect.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Kitty's veins bulge and turn black, and those close by feel intense revulsion.
You may only use this Effect once per day.
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.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
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 Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by electricity is increased by 2.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).