The booster boots are able to create thrust for a limited amount of time. They are Rocket Boots, so generate exhaust & noise, though expert craftsmanship reduces the sound to manageable levels (about the same as a vacuum) - the nature of the exhaust will reflect the Source of the wielder.
Exert your Mind and spend an Action. 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:
Exert your Mind and spend 1 minute. 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.
Choose an Object which could fit inside a large luggage bag (up to 75 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + 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. Your created items no longer expire, and will last until they are destroyed.
A creature wreathed in a cloak derived of constantly bubbling, writhing flesh appears after a golden censer fills with incense. It's five, glowing red eyes and gaping, unhinged maw rise out of the censer first, it's six arms grab at the censer's lip, and it crawls into full being soon after. Those who see it, at least in some corner of their mind, react as if wolves seeing a fire, like a base instinct of fear.
Exert your Mind and spend an Action.
Summon the one and only Sapient Daemogoth at your location. They last for two hours or until they are destroyed. They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
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.
Vita doesn’t know who leaves the notes. Or who’s filling her bag when she’s not looking. One moment she’s patting her pockets in frustration, the next she’s elbow-deep in her backpack, muttering something like “Where’d I put that grappling hook?”—and then it’s just there.
Wrapped up with a sticky note in pastel ink, maybe a doodle of a smiling beast, or a scrawled message like “You’ve got this! (Don't forget to hydrate!)”
Whatever mysterious creature or Fey trickster is behind this, they clearly adore her. And they have excellent timing.
Vita stops mid-action and dives into her tattered bag like she’s reaching into a cupboard. As she rummages, the bag gives off a gentle pulse—like a heartbeat made of glitter. A faint whiff of lavender or old moss drifts out. Then she yanks out the exact thing she needs: a crowbar, a thermos, a coil of rope, perfectly sized and freshly made.
Taped to it is a colorful note. Something silly. Something personal. Something unnervingly specific.
This isn't a spell. It isn’t a trick Vita learned. It’s something that just… started happening. Maybe it’s because of Bapha. Maybe it’s all the strange creatures she’s helped and all the pacts she didn’t realize she made. But now, when she needs something—really needs it—her bag becomes a little door to somewhere else.
Not just to the object, but to the intent behind it.
It’s not just gear—it’s kindness made tangible. A gift of utility from something watching her journey closely, tucked between worlds. She keeps the notes. She folds them, presses them flat, and stores them in an old mint tin.
They’re proof she’s not alone. Even when she’s rummaging in the dark.
Exert your Mind and spend 1 minute. You must actively and obviously use a bag that can hold this object 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 Dexterity + Thievery 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.
Over the years, The good Doctor has learned many things about how to do things just a bit differently This time he wont be a show off..
Exert your Mind and spend 1 minute to activate. You must actively and obviously use Glasses to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine 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.
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 may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
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 may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. 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 may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
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 waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
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.
You may choose to equip any equipment you withdraw at no additional cost.
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.