Being a chipmunk he has the ability to navigate multiple axes' of travel, which includes vertical climbing.
Unstoppable: On activation this skill allows him to run up trees, and walls, and climb around obstacles, while also ignoring his natural encumbrance.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
A hovering fire sprite taking the appearance of a drone floating with interlinked brimstone surrounded by fire as the makeup of its body. It is able to spew fire out of a mouth like hole, and it has a singular eyeball in its center.
Exert your Mind and spend an Action. You must use up A bag of ash in order to activate this Effect.
Summon the one and only Sapient Fire Sprite at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
It's been so long since Mothman has socialized with real people- he feels better the further he is from their culture.
As he distants himself, he found he was dreaming of turning into a powder that coalesces into animals, running around at night. It was weeks before he figured out they weren't entirely dreams.
Exert your Mind and spend a Quick Action.
You transform into Moth 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, Direct, or Trap Powers. However, you can use your Passive Powers. The equipment you are wearing does not transform 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.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
Theres the obvious twisted goat horns, the spaded tail, the skin turns red, and the smell of sulfur. You know the works.
Exert your Mind and spend an Action.
You transform into ________ for 3 minutes. You have access to all of your Powers while you are ________, 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 Brawn is increased by 1. You do not suffer any Stress while transformed.
Harold Polk’s Forensic Intuition is a unique extension of his mastery of Speech Act Theory, enabling him to interpret traces of past actions as though they were lingering “speech acts” left behind. By focusing his mind, Harold attunes himself to the silent “statements” made by evidence of crimes, interpreting each item as a residual expression of intent and action. To him, every piece of evidence is a fragment of an unspoken story, a series of “acts” that reveal themselves under his scrutiny.
For an hour after activating this ability, Harold senses the presence, distance, and direction of all evidence of crimes within 50 feet, as if these traces are calling to him, revealing their locations and the intent behind their concealment. His understanding of Speech Act Theory allows him to “read” the manner in which each piece of evidence was hidden or secured, making him instinctively aware of the techniques used to disguise it and the steps required to access it. Harold’s mind treats these traces as hidden messages, piecing together actions and motives to uncover truths buried in silence. Through this heightened awareness, Harold becomes a linguistic detective, reading evidence as if it were the remnants of a conversation between crime and concealment.
Exert your Mind and spend one minute.
You automatically detect all Evidence Of Crimes 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.
If no Evidence Of Crimes targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
The means by which any Evidence Of Crimes are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.
Philly throws an apple up in the air, which falls down to be caught by an anime maid girl who had seemingly appeared from nowhere. The apple vanishes soon after. When unarmed, the maid attacks by throwing a barrage of hyper speed knives at targets
Exert your Mind and spend an Action. You must use up apple in order to activate this Effect.
Summon a single Sapient Anime Maid Girl at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
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.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear 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.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
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 magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.