when in the pitch black darkness, his eyes glow yellow as his eyes change into weird shapes, and he is able to see in the dark as well as seeing far distances
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
Dr, Rockmans big stick acts as a lightning rod for others pain grounding it into his mind, forming a bond between him and the target.
Exert your Mind and spend an Action. You must actively and obviously use big stick to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You automatically detect all injured Animate beings (Saverity 3 or higher total) 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.
If no injured Animate beings (Saverity 3 or higher total) targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
While holding a blood covered knife, they mumble gibberish before vanishing into nothing.
Xylix, the Saint of Deceit, Luck & Creativity
Followers of Xylix embrace deception and mischief- for in cunning lies the greatest spark of creativity. Revel in unpredictability and misfortune, for that is how the seeds of innovation are sown. Let your every word be a jest, your acts a performance, and your every step a dance to hear Xylix's laughter echo in the cosmos.
Xylix boos at boredom, predictability, routine, and monotony, he showers you with foul luck for it.
Exert your Mind and spend two Actions performing the following ritual: mumbling incantations. You must actively and obviously use a knife covered in blood to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Utilizing his military contacts, he enlisted in a top-secret experiment named Project Titan. This has allowed him to gain superhuman abilities. The latest addition is a small module inserted in his body that allows him to ignore pain and trauma to his body. When Jason activates this power, it is apparent as you can see the fluid coursing through his veins.
Exert your Mind and spend an Action to activate.
Your Body and Mind Penalties are reduced to 0. Lasts three hours.
After Checking-In with the Key, the holder enters Room 10 of the Sunshine Motel, which exists outside of space, because it never existed at all. While time does pass normally in the Room, once the door is closed nobody outside can enter or even locate the space. Occupants are free to make use of the space, which appears as an unassuming roadside motel room. Any objects brought outside the Room will be replaced upon the next visit, assuming the door is closed between uses.
This Effect activates whenever you use the Room Check-In power. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event. This Effect cannot be used unless you have just used the Room Check-In power.
You phase out of reality for up to indefinitely. During this time, you cannot perceive or affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 2 additional target in arm's reach with you. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.
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.
Exert your Mind and spend 1 minute.
Choose a specific type of Water 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 Brawn + Athletics 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.
You may produce Fresh water with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind (unless you win a coin flip) and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
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 must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You cannot alter the appearance of your flesh and blood.
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 mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend one minute. You must actively and obviously use a cell phone to activate this Effect.
Summon a single goon 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.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.