As Mr. Kind invoked his powers, sigils glowed with a faint, pulsating light. Flanked by two of King Paimon's familiars, his eyes gleamed with anticipation. With a subtle gesture, he beckoned them forth, and they responded, their forms coalescing from the surrounding shadows. Like wraiths materializing from the darkness, they took shape, their eerie visages reflecting the eldritch power that coursed through them.
The familiars appeared as crouching, bent shadowy, cat-like in their movements, creatures. The impish long limbed forms, pulsing with eldritch light. Seemingly made of coalescing smoke, thick like burnt scentless rubber vapors, and void-like spaces. That bore glowing embers floating among the motes of starlight in the not entirely real substance. Chain-like tails, claws, and spines, the winged Gaunts stalked forward, their more shadow than substance forms, gaining substance.
Thin, and black, with bat-like wings and a long, spiny tail. They have no facial features, and their skin is smooth and rubbery.. With a final word, Mr. Kind stood as a master of the creatures forming around him, his ambitions soon to be realized with the aid of King Paimon's familiars.
"He can bestow dignitaries and provide familiars against enemies while binding anyone resisting him in his own chains." Daily kind smiles as he speaks.
The first King of Hell that Mr. Kind bargains with is Paimon. Paimon is known as a powerful entity who holds vast knowledge and abilities. He teaches all arts, philosophy, and sciences, unveiling secret truths and mysteries of the Earth, wind, and water. Paimon can reveal the depths of the mind and answer any inquiry the conjurer desires. Furthermore, he grants good familiars, bestows dignities, and binds individuals to the conjurer's will.
In the Abramelin tradition, Paimon's powers are extensive. They include foreknowledge of past and future events, dispelling doubts, summoning spirits, inducing visions, summoning and dismissing servant spirits, temporarily reanimating the deceased, flying, enduring underwater indefinitely, and the general ability to manifest various objects and people, even armor, as commanded by the magician.
Exert your Mind and spend an Action. You must actively and obviously use The seal of Paimon to activate this Effect.
Summon a single Daemon at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Creatures of void substance like smoke and fire becomes visible, plus they fucking tickle you, which is weird..
When activated, the ring glows momentarily before ethereal armour covers Eldrienne from head to toe. Her thoughts and designs given form.
Expend a point of Battery and spend an Action. Roll Intellect + Crafts 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.
The ancient art of Dowsing allows the Psychic Sensitive to tune into the vibrations of hidden or lost things. Traditionally used to find hidden groundwater, the practice grew to find other resources, with Dowsing being employed to look for oils reserves or gold.
Items of great sentimental value shine like a beacon to this method of Divination, as well as hidden resources, such as caches of food/supplies, stores of groundwater, or similar. This time honored tradition requires a dowsing rod, either a forked stick or tuning fork, to function.
Antiquities: Anything that is both Old & Valuable
Unclaimed Resources: Resources such as Water, Oil, Metals, Wealth that are not owned by anyone
Exert your Mind and spend one minute. You must actively and obviously use a Dowsing Rod to activate this Effect.
You automatically detect all Unclaimed Resources and Antiquities within 300 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.
Cadbury's injuries heal, thanks to Cadbury's Aura
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
The user pulls one of three stored up items from his sleeves.
Spend a Quick Action. You must actively and obviously use Sleeves 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 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.
On activation when Maze is struck by an attack or an effect tries to target him floating text will pop up above his head stating "Immune" as the attack seemingly has no effect and bounces off harmlessly.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless Atlas is active. You must actively and obviously use Rangers Cloak to activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world (other than non-combat Actions using your hands, at +2 Difficulty) or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. Nothing can interact with you in any way.
When you phase out, you may bring up to 2 additional target in arm's reach with you.
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 leave a solid after image at your location.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
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 must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. 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.
You cannot alter the appearance of your flesh and blood.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack 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 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 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.
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).
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.