The user wills it, shifts apart reality, and immediately disappears.
Exert your Mind and spend an Action.
You phase out of reality for 4 Rounds. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the world collapsing all around the user, then back to normal as if nothing had happened.
After smoking "The Blunt", through mystical properties within the body, the wound begins to heal and dissapear
Exert your Mind (unless you win a coin flip) and spend 1 minute to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine 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.
This artifact opens up your mind to the background thoughts of the people around you, scanning for malevolent thoughts, broadcasting this information directly into your mind.
Exert your Mind and spend one minute.
You automatically detect all beings having thoughts with murderous intentions within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
Even while this Effect is not active, if any beings having thoughts with murderous intentions come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Zeppelin uses his engine to lift off the ground.
Exert your Mind and spend one minute. You must use up gas in order to activate this Effect. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You may levitate off the ground at two times your normal walking speed. The effect lasts for the next hour, and while it is active, you cannot choose to end the effect early, or come closer than 15 feet to the ground.
Your encumbrance penalty while levitating increases every 50lbs over your limit instead of every 15lbs.
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.
Ena is a spectre of The Well- one of many that can be found wandering aimlessly among ruins on the way to Oblivion. She, as well as all the others that were left behind, can desire a variety of things, but most of them are quite abstract. "The desire to want". "The desire to feel". "The desire to experience eating". Even "The desire to feel pain". All sensations, and more, that they are robbed of deep within the Well. For they are pure beings that live in chaos and only once beheld by minds seeking sanity, could they achieve any semblance of form.
Ena is just like them, except she found a way to escape- only to find herself within another prison. Luci, feeling at least moderately shitty about that, found a way to give Ena form that she can project herself onto and experience sensation directly. In return, when it comes time that Luci needs her to help, she's to help.
To give her form, Luci sculpts a copy of herself with enough ink that would comprise a normal human's blood. Ena's natural form changes its appearance to better match her disposition.
Ena is very much an intelligent being, unlike most summons, but her mannerisms are just so toxic and volatile, that getting her to help out with complex calculations is like pulling teeth from a literal child. She, at the very least, provides interesting conversation even though she's pretty unlikable.
She is an average heighted human with pitch black hair in a wolf tail, deceptively soft features, dark brown pupils, black fingernails, and a shadow that's just a wee bit more vivid to especially perceptive individuals.
Exert your Mind and spend one minute. You must use up 5 Liters of Ink in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Summon a single Ena 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.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
Michael is an expert soldier, able to shrug off pain and distraction without a thought, but is unfortunately not great at distinguishing friend from foe.
Exert your Mind and spend an Action.
Your Body and Mind Penalties are reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Possession of this Power grants the following Trauma at all times: While this effect is active, you must roll Mind difficulty 9 to not attack the closest target to you.
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.
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 time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any 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.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
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 Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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 Battle Scar: A disfigured face with bat-like ears.