A swirling multicolored potion. On drinking the potion surrounds your tongue and shifts it to one not your own for the duration. You can the ability to converse with any around, as your tongue naturally shifts to the appropriate variant.
This potion is made by infusing the concepts of multiple languages and communication barriers into a liquid form.
It involves:
- multiple language references
- food and drink from a variety of different cultures, using different languages on the containers
- various books written in different languages
- chanting in different and swapping languages (small bits)
Use up this potion and spend an Action.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.
In a monochromatic flash, warp space to effectively disappear from this dimension. If filmed in slow motion, a viewer would see a rift open around him.
Exert your Mind and spend an Action. This Effect cannot be used unless have taken at least 2 total damage. You must actively and obviously use Ring of Eldritch Protection to activate this Effect.
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 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.
You may only use this Effect once per day.
your ancestors resorted to cannibalism during a blizzard in order to stay alive, some of the curse of the wendigo has been passed down to you and you can call upon its power to transform into a horrifying beast
you grow to a height of 8'0, your skin becomes pale and stretched and your figure becomes lanky and gaunt, the antlers on your head grow into great branches and a deer like skull obscures your face
Exert your Mind and spend an Action to activate.
You transform into a wendigo until you transform into something else or choose to return to your original form. You cannot transform into a flying creature. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, 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.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Possession of this Power grants the following Trauma at all times: Cannibalism.
Abbas closes his eyes as he hones into his bloodline, moving into it to feel where they move, his experience as a hunter melding with it to give him intuition about monsters location.
Exert your Mind and spend two Actions performing the following ritual: Pressing on abbas temple then gripping his chest where is heart is holding his necklace to it. You must actively and obviously use animal teeth necklace to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Alien Predators and Man-Eaters within 300 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.
If no Alien Predators or Man-Eaters targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
You may only use this Effect once per day.
Sparks of electricity from Lev's eyes and blurred streaks of lightning trail behind him when he moves faster than normal.
Fascinated by speedsters and lightning gods since he was a child, Lev decided to take their speed for himself.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
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 magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf. The sound of squelching tentacles can be heard, implying terrifying things.
Den Schal o.Ä braucht man eigentlich nicht, aber Eugen ist so angeekelt von Tentakeln, dass er wirklich unter keinen umständen sehen will, was da abgeht, deswegen muss er es jedes mal verdecken.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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 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.
You may choose to equip any equipment you withdraw at no additional cost.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
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 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.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
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.
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. If you fail or Botch, you receive one Mind Damage and a new Trauma.
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.