Using whatever materials are on hand, and I mean *whatever* materials, the artificer constructs a 2’ droid with beady ‘eyes’ and cog-shaped tracks for wheels. The COGGY. This little friend comes packed with cannons, surprisingly sturdy considering that they’re quite literally made of trash. Reduce reuse recycle!
Exert your Mind and spend two Actions performing the following ritual: building the robots. You must actively and obviously use a wrench to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon up to 3 Non-Sapient, Animate artillery robots 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.
Jerm opens a menu and invites a random chat member to assist him in his journeys.
Exert your Mind and spend an Action.
Summon a single Chat Member 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.
You may only use this Effect once per day.
when activated, it allows the user to become more adept at parkour at high speeds
Exert your Mind (unless you win a coin flip) and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.
The opening if the bag is a void that cannot be seen through and sparkled like the night sky when used.
The formation of sub spaces are still a mystery to most, but this one seems to have manifested from the desire of a dying little girl to play doctor like the one she looks up to. Dr. Hopkins' feelings for her well being were strong enough to assist in the manifestation. Anything to help that little girl. Even if it was beyond his own abilities.
Spend a Quick Action.
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 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.
Arthur Annuler is wreathed in a black mist, then disappears for a short amount of time into the gap between realities. The spot he disappeared from leaves an imprint of black mist behind. Arthur is fully capable of moving in the gap between realities.
Exert your Mind and spend an Action to activate.
You phase out of reality for 3 Rounds. During this time, you cannot perceive or affect the outside world but may take mental and self-targeting Actions. Nothing can interact with you in any way.
You leave An imprint of black mist in the shape of Arthur behind at your location in the real world when you use this effect.
Pulling a piece of graph paper whether small or big, the paper would begin to inscribe itself the blueprints of the supposed object onto the paper rather quickly as it is coming from the calculations, geometry, and knowledge of Mason as it is written down straight from his mind. It is a tiring process but when complete the paper would begin to fold itself into that object and will then slowly change, solidify, and morph into the object itself with nothing resembling, feeling or sounding anything like paper but only what the object is.
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must use up A Page of Graphing paper in order 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 cannot create firearms.
Roll Intellect + Crafts 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.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
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 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.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 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 phase out, you may bring up to 1 additional target in arm's reach with you.
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.
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.