I see you Just try to hide

-1
The power to sense things humans cannot.
Used by Kizik, Created by Tituss77.
(This Effect has no explicit visibility requirement.)

By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.


Exert your Mind (unless you win a coin flip) and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours. Select at least one sensory Enhancement.

You may only use this Effect once per day.


Community Activated Gifts

In her mundane identity a Princess is barely more magical than the average man, but in her transformed identity... Ah, what a difference that is. Magic flows through her body; it is on the level of blood or bone. Her magic makes her stronger, more charismatic, or smarter.
Under magical examination a Princess can see that spells and enchantments are as much a part of her body as carbon atoms or neurotransmitters.

Dual Identity: An innate magical effect common to all Princesses, Dual Identity makes it exceptionally difficult to realise a Princess’ mundane and transformed identities are the same person.

Exert your Mind and spend a Quick Action.

You transform into a magical girl for 30 minutes. You have access to all of your Powers while you are a magical girl, 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 Charisma is increased by 2. Your Stress is reduced by 2.

While transformed, instead of your normal clothes and equipment, you are equipped with: a brightly coloured uniform, flowing reds and golds. It glows with an inner light. A corset of sintered gold, armor 3. Levinbolt, a weapon of light. (Pistol stats, uses Firearms). Her Princess's Crown around her head, made both for appearance and to turn a blade.

Possession of this Power grants the following Trauma at all times: Redeemer: You must make a self-control roll to ever attack a Sapient creature with the intention to cause harm.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Spend an 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 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.

  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend an Action. This Effect cannot be used unless you do not remember anything that occurs while transformed unless you succeed on a Mind roll or figure it out through investigation. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.

You transform into 'werewolf' for 30 minutes. You have access to all of your Powers while you are 'werewolf', 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 2, your Dexterity is increased by 2, and your Perception is increased by 2. You do not suffer any Stress while transformed.

Your body is adapted to moving silently, sprinting, and tracking living things. You receive +3 dice on non-attack rolls related to moving silently, sprinting, and tracking living things.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you gruesomly shift into a terrible wolf-human hybrid.

Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.

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.

Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • When activating this Effect due to a failed Trauma or Self-Control roll, you must still pay the activation cost.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind (unless you win a coin flip) and spend an Action.

You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next 30 seconds.

While active and speaking to a single individual, you may choose to use glib tongue. When you do, anything you say to them (even gibberish) will be exactly what they want to hear. You gain no understanding of what that might be.

While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

  • The target of "human" refers to any target that speaks a human language.

Exert your Mind and spend an Action to activate. You must actively and obviously use a crucifix to activate this Effect.

You automatically detect all Demonic entities within 50 feet of you for the next minute. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby and their direction, but you are not aware of their exact locations.

Even if there are no Demonic entities within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

Stock Activated Gifts

Exert your Mind and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.

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.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).
  • If you are able to activate this Effect as a Reaction, its roll contests the incoming Attack.

Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.

Summon up to 3 Non-Sapient, Animate zombie at your location. They 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 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks are melee range and deal +3 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 3 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 3 dice. They can lift and haul as though they have 4 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

You may end this Effect prematurely as a Free Action.

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Exert your Mind and spend an Action.

You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

While in this form, you can squeeze through any gap that is not water-tight.

Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.

You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.

You have access to your Powers while transformed.

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.

  • The Severity-limiting effect from Squish does not stack with the Enhancement Tough from Mythic Brawn.

Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.