When he summons this creature, it is vicious, looking like a wild animal, but it is a guardian that protects people and keep them safe no matter what the cost is
Exert your Mind (unless you win a coin flip) and spend one minute.
Summon a single Golden wolf guardian at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.
You may only use this Effect once per day.
In response to the call for aid, the Rusalka speaks in an unknown tongue with an almost songlike voice. The words written in the book form a detailed summary of all targets in range. The words shift and change to give updated information.
A Rusalka is a Female water spirit. Often associated with young women, who either committed suicide by drowning due to an unhappy marriage or who were violently drowned against their will (especially after becoming pregnant with unwanted children).
Exert your Mind and spend two Actions performing the following ritual: asking the illusionary Rusalka "oh mother to be tell me what lost children you see" while writng the response in the book of Grim. This Effect cannot be used unless A illusionary Rusalka must be present. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all lycanthropes, Undead, Demons, and Mythical Beasts and Fey 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.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
Chip's a master at blending in, but can lose touch with who he really is quite easily..
When he first started flipping identities, the disguises we're subtle. Glasses, perhaps peroxide bleached hair.
After lots of time, anxiety, and an experimental spirit, he's learned quite a few tricks in prosthetics, makeup, and most importantly, method acting.
Spend a minute. You must actively and obviously use Disguise Kit, or at the very least, makeup. to activate this Effect. 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 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. You may add inhuman features to your disguise. 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 Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Trauma at all times: Split Personality Disorder- He does not recall being disguised while disguised- he believes he IS the disguised person, likely becoming making a mind roll if shown evidence..
Sand blows around David as he dips into the Realms of Death, and a dark, person sized shadow slips from those sands to fill his eyes as black as night.
David in his many travels through Realms of Death, encountered a nameless and sensation starved shade. A ghost, trapped amidst the great sands, that longed to experience life again. The wraith could see echoes of the living world through its reflections in the after and it craved to be able to see again. So David struck a deal with it—in exchange for sharing its longing sight when called for, he would let it possess and share his body. For that brief couple of hours, the wraith could share in his sense of taste, and smell, and touch, and all the other sensations of what it is to be living.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
Waving the goody-bag as if snatching something from the air in front of you, an object within 30 feet is snatched up by ethereal hands and folded into a space between reality. Opening the bag and shaking it drops a stored item on the ground in front of you.
Spend an Action. You must actively and obviously use a technicolor goody-bag to activate this Effect.
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 only use this Effect once per day.
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.
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 survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons 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.
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.