Saint has found that the threat detection system follows him into the other worlds he enters.
(check extended description for what songs should play in what areas)
https://www.youtube.com/watch?v=ctNH9lN0vt4&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=1 (countryside/wilderness)
https://www.youtube.com/watch?v=KWOVyT2oq4U&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=2 (industrial)
https://www.youtube.com/watch?v=kqAUp5T_p58&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=12 (urban/day)
https://www.youtube.com/watch?v=mTVL0Gdj7lM&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=13 (urban/night)
https://www.youtube.com/watch?v=eZaHq92nBcA&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=4 (shore/water)
https://www.youtube.com/watch?v=ZxC8CzNmwnc&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=5 (caves)
https://www.youtube.com/watch?v=snd1c_ntzb8&list=PL47RgcQ099QbXDzQ27vcRWLO3PaQ6Uwa1&index=6 (heights)
Exert your Mind and spend an Action.
You automatically detect all beings with malicious intent 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.
If no beings with malicious intent targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Catalytic powers up, bringing the burning energy underneath his skin to the surface, beginning to steam. Faster, stronger, and a hell of a lot tougher.
Exert your Mind (unless you have recently been struck by an energy based weapon which would've dealt at least a Severity-4 Injury) and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you you explode, giving yourself a Severity-6 Injury and rendering you Incapacitated.
You transform into a powered-up form for 30 minutes. You have access to all of your Powers while you are a powered-up 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. You do not suffer any Stress while transformed.
If you take a Severity 4 or higher Injury while transformed, you change into a crackling being of pure energy. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see your skin starts to flake off, revealing energy underneath.
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.
Zorro is not just a good swordsman he could become one with the steel, someone even saw him reflecting bullets the other day but there are many rumors. One say he redirects bullets with his sword, the other say his skin becomes steel… it‘s hard too see when soneone moves that fast…
Exert your Mind and spend an Action or Reaction. You must actively and obviously use a melee weapon to activate this Effect. Roll Perception + Melee at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. 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.
When the user touches a key of some sort, an appropriate keyhole will form in the middle of their chest, right above the heart. Putting the key in and turning it will create an opaque black opening around where the keyhole was. After reaching into the opening to store or retrieve an item, the hole closes, the key turns back and will fall out.
The name only refers to the place of the stash, it's not actually part of the body. It's more of an extension of your mind, death will result in dropping all stored items at once. Time does not move inside the stash, items will leave in the *exact* condition they entered. The key used to open the stash doesn't need to be an actual key, just something whose primary purpose is opening locks, a key card for example.
Spend a Quick Action. You must actively and obviously use some sort of key 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.
A white cloak with strips of fire and smoke
Exert your Mind and spend one minute.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
He walks into a crowd of people and quick changes seeming to disappear in plain sight
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 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.
You cannot alter the appearance of your flesh and blood.
This Effect ends if you take an Injury or are stunned or incapacitated.
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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small 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.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 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 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 golden glow shaped like yourself at your location.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
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).