As the activation ritual is performed, the origami wings unfold from the user's back and extend ten feet on all sides. Due to their modular structure-- being composed of countless amounts of paper sheets and feathers-- the wings are effectively immune to damage, as they repair themselves with replacement feathers the moment they are destroyed.
The calibration sequence to connect the wings to the user requires them to extend their arms to the side (reaching their wingspan) and read aloud a pangram (ex: "The quick brown fox jumps over the lazy dog").
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The wings connect themselves to the user's inner Source or Mind to power their movements through the calibration sequence. Basically just imagine the wings the paper girl from Naruto uses (Konan).
Exert your Mind and spend two Actions performing the following ritual: activating and calibrating the wings with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. 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 origami wings. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.
You are subject to the following effects while gliding or flying:
When active, the artifact seems to darken from the inside, even in the brightest daylight. When attacked, those shadows lash out and interrupt whatever was attempting to hurt the user.
Exert your Mind and spend an Action. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact 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.
Jake tensed his body just as he was once instructed... before an overwhelming pain coursed through his body, feeling like he was burning alive from the inside out. He couldn't help but scream as he felt his back start to swell like a balloon, his skin darkening substantially as he held his head. He coughed up blood and bile as his arms began to unfold and expand, his skin growing soft and malleable - then the true horror began.
His body would swell and shrink, swell and shrink, like a mix between a bubble and a lung... And it kept growing. Eventually, it grew until it was twice his original size before unfolding into an array of flesh, bone, and blood, dancing and layering on itself as it took on a new, terrible form: his head was longer, like the Xenomorph if half of the back of its head was missing. His jaw opened and fell slack, easily going past a foot in length. His back was heavily arched into a slouching position as it looked incredibly swollen, spines protruding at random points from it as it's spine extended out before slowly retracting back in. Then there were his limbs... His arms were thin yet layered with muscle while his legs were spindly and long, his feet and hands now reduced to bone talons and claws respectively. Instead of a cry of pain, it let out a series of wet clicks before it's throat opened to reveal a flesh sack, which inflated as the thing let out a deafening roar, declaring dominance and a demand for bloodshed.
Exert your Mind and spend an Action to activate.
You transform into Abberant Humanoid for 30 minutes. You have access to all of your Powers while you are Abberant Humanoid, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
You do not suffer wound penalties while in your Alternate Form.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see His body twisting, stretching, and folding out like someone knitting his corpse into a new form..
Possession of this Power grants the following Battle Scar: The area of his chest where his heart is located is swollen, the veins around it inflamed and a deep red and blue, making it hard or impossible to hide..
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
You cannot speak any coherent verbal language while transformed and must resort to other means of communication.
The stash is a closed treasure chest tattooed on Vel’s chest/ abdomen. They can flip the latch on it by rubbing a finger over it, then stash by placing the item to their tattoo, or reaching into their tattoo to pull items out
Vel can also activate it mentally, causing the chest to move around their body, and quickly become equipped.
This power is an application of vel’a ability to enchant items with effects related to their symbolism applied to ink and a drawing on their own body.
The tattoo must be of a storage device
The ritual involves
- getting the tattoo
- getting a large object that matches the tattoo in appearance
- do a ritual which involves the destruction of the large box
- have around many references to secret stashes, and objects that are bigger inside than out.
Although this is themed as an enchantment, Vel cannot do it to others or multiple times (without a separate gift), it’s just flavor for how they managed to get this power.
Spend a Quick Action.
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 (60 liters), and you may store up to 7 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
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 one minute. You must actively and obviously use a cell phone to activate this Effect.
Summon a single goon 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.
Urza pulls out the Star-Core, and a bubble appears around the target
Exert your Mind and spend an Action to activate. You must actively and obviously use the Star-Core to activate this Effect. Roll Intellect + Technology at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You 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. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
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 aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
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.
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 aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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.
You may choose to equip any equipment you withdraw at no additional cost.