A hole is punch through the fabric of the universe. A truck is seen stopping and the minion opens the back downs and jumps down from the back of the truck. Then just as fast as it came in the truck then leaves through another whole it makes.
From looking at the pages of noted on his phone he can summon characters he writes down. The truck is always on either right or left never predictable. The holes in the universe repairs it's self instantly after the truck moves fully out of the hole.
Take a Severity-1 Injury and spend two Actions performing the following ritual: Must have to clasp both hands together and recite the yaoi and their title.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single figures from fiction at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
The user takes a bottle of sweet clear medicine and a sudden plume of steam envelopes the afflicted area and begins to heal away. the user must actively take out and pop the bottle open and drink the medication for the effect to take place.
Use up this medicine bottle and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
When activated, Crane's eyes glow slightly red and he can detect humans in the nearby vicinity.
Exert your Mind and spend an Action.
You automatically detect all humans 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.
Putting your hand on the book holster and closing your eyes, you can sense all books in a 300ft radius as if they were calling out to you.
Expend a point of Battery and spend an Action.
You automatically detect all books within 300 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.
Jax Starts playing on an imaginary instrument. The longer he plays, the more real the instrument becomes. Then it fully manifests.
Exert your Mind (unless you win a coin flip) and spend 1 minute.
Choose a specific type of instruments 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 Charisma + Performance 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. The created item lasts 2 hours.
Everblue pours a 2 litre water over his person as he begins to soak up into the liquids, slowly transforming into a mint blue ball of squishiness.
Exert your Mind (unless you win a coin flip) and spend an Action. You must use up 2 litres of fresh clean water in order to activate this Effect.
You transform into A ball of slime for the next hour. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.
While in this form, you can squeeze through any gap that a rodent could fit through.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.
Possession of this Power grants the following Battle Scar: tinnitus and shoulder subluxation.
Possession of this Power grants the following Trauma at all times: anti social.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie 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 one minion active at a time.
You may only use this Effect once per day.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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 transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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 Battle Scar: A disfigured face with bat-like ears.
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.