Maw of teeth appear around the circumference the object takes. Inside this area a red liquid starts to pool up either absorbing the object above or have a stored object float to the surface.
A denizen of xibalba attached to the fallen Xic and Patan lends it's services for the opportunity to fell full even if it can never actually be satisfied. Might be ironic since their old masters induced death to travelers by causing them to cough up blood. Now it's helping a traveler by coughing objects.
Spend a Quick Action.
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 Exert your Mind and spend an Action to stash items in others' possession, but they automatically notice that you stole the item.
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.
D.Y. has modified their code to ensure that damage comes at a nullified state, and does not overbear them with damage taken. This code lasts so long as the program does not elicit damage to something else.
You gain the following benefits at all times.
You have 5 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Your Armor’s rating is increased by 2. If you do something that Damages, restricts, or otherwise directly, negatively affects another being, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
Living in the swamp for years has taught you many things, but it has taught your body to be stronger, take the punches and keep on ticking and with this recent gift his body has changed, dna and genome malformed and changing to deal with any long lasting issues while it allows the body to heal naturally, it heals the things that last forever. Activating it he will grunt as the wound/scar or something fixes itself twisting and shutting itself back into shape.
Exert your Mind (unless you win a coin flip) and spend an hour to activate. Select a Battle Scar on yourself to treat.
The treated Battle Scar will heal over the course of the next week.
Upon activation of the Shadow Form, a profound transformation takes place. The individual's physical appearance undergoes a dark metamorphosis, as if being submerged in an otherworldly abyss. Their silhouette becomes ethereal, shrouded in an inky, black mist that seems to pulsate with an inner energy. This transformative state lasts for a duration of 30 minutes. The individual's physical strength is visibly enhanced, with a subtle but noticeable increase in muscular definition. Large, black scars radiate smoky tendrils on their back, a visual testament to the power's influence. These scars serve as a permanent mark, even in their normal state. The individual's attire transforms into something reminiscent of gothic, Bloodborne-inspired clothing. Two imposing, large black smoky great swords protrude from their body, emerging from the scars. The scars replace traditional scabbards, adding an ominous and formidable aspect to their appearance.
In the hidden tapestry of mystical destinies, Oswald stands as a guardian against the shadows that lurk within the folds of deceit. His Gift, an enigmatic power woven into the very fabric of his being, is a manifestation of his unwavering commitment to the pursuit of justice. A dance with the arcane has bestowed upon him the transformative ability known as "Parach".
Oswald's Gift draws its power from the presence of darkness. When he activates the Shadow Form, he connects with the primal energies nestled within the shadows. The enveloping black mist becomes a channel for a unique force – the latent power of justice. This force goes beyond ordinary limits, stepping into a realm that defies the usual rules of reality.
Exert your Mind and spend an Action.
You transform into Shadow Form for 3 minutes. You have access to all of your Powers while you are Shadow Form, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
While transformed, instead of your normal clothes and equipment, you are equipped with: Two Large black smoky great swords poke out of his body, instead of scabbards, they are coming out of his scars.
Exerting herself in order to rapidly string the wires up in a split-second, Kayleigh performs a flip in place, landing on a near-invisible fishing line before being launched upwards into the air.
An ability created through total mastery of the Yokai Wire. Typically the Yokai Wire requires previous installation and can only so much as support the weight of the user without snapping. This ability overcomes those limitations and allows the user to use it to freely jump about as they please without even needing to use the item, so long as they have it on their person.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. You must actively and obviously use a Yokai Wire to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
The decades of war made him to a meanece on the battlefield
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
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 hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. 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 a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.