Like the Charakter in Fantasy Books he has always the right equipment.
Exert your Mind and spend 1 minute. You must actively and obviously use a Backpack 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 + Alertness 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.
The ancient art of Dowsing allows the Psychic Sensitive to tune into the vibrations of hidden or lost things. Traditionally used to find hidden groundwater, the practice grew to find other resources, with Dowsing being employed to look for oils reserves or gold.
Items of great sentimental value shine like a beacon to this method of Divination, as well as hidden resources, such as caches of food/supplies, stores of groundwater, or similar. This time honored tradition requires a dowsing rod, either a forked stick or tuning fork, to function.
Antiquities: Anything that is both Old & Valuable
Unclaimed Resources: Resources such as Water, Oil, Metals, Wealth that are not owned by anyone
Exert your Mind and spend one minute. You must actively and obviously use a Dowsing Rod to activate this Effect.
You automatically detect all Unclaimed Resources and Antiquities within 300 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.
Calling on the spirits of the wind Izzy can form a barrier around her. This is a tornado-like barrier that can deflect oncoming attacks.
Exert your Mind (unless you win a coin flip) and spend an Action or Reaction. Roll Dexterity + Athletics at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +2 Damage. 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.
Lorelai has gained enough control over her lycantropy to be able to use her alternate form to her advantage. Her form suddenly shifts to that of a muscular, antropomorphic wolf, turning her claws and fangs into deadly weapons and allowing her to shrug off grievous wounds.
Exert your Mind and spend a Quick Action.
You transform into a white-tailed werewolf for 30 minutes. You have access to all of your Powers while you are a white-tailed 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 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
The item in hand turns to dust as it erupts into blue flame. This is how it is stored. When it is retrieved, it burns itself into reality once more.
Come champion, come forth.
Speak to the man with no face by the wharf.
Take from your pocket the coin I have given
And from his arsenal, make your decision
Tools for gore
for guts
for glory
All to keep the undead out of the living's territory.
Spend a Quick 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 Weapons 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.
This power makes your arms swell with muscle, both as a protective covering, and increasing one's strength tremendously. This effect is almost immediate, as your body wills the muscle into existence almost subconsciously, to meet the needs of the contractor.
Exert your Mind and spend a Quick Action to activate.
You transform into Fists Like Meat Hammers for 3 minutes. You have access to all of your Powers while you are Fists Like Meat Hammers, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 1.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
You do not suffer wound penalties while in your Alternate Form.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Arms grow to inhuman size, discolored from the muscles' distortion.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
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.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick 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 units of water 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.
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.
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.
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.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Sometimes in the process, a little water will get lost, and the aquamancer may be a little hurt by the transformation.
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.
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.