Invoking his oath, Alan undergoes a flashy transformation sequence to become the superhero, Paragon. In this form, Alan's body is completely replaced by the Paragon's signature costume, a suit of white armor with a billowing blue cape and emblem of peace emblazoned on their chest. They appear like an fictional character brought to life, moving as if animated between frames and possessing pure white eyes that change size with their expression.
Exert your Mind (unless you are in a major metropolitan area) and spend two Actions performing the following ritual: flashy transformation sequence. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into an animated superhero for 3 hours. You have access to all of your Powers while you are an animated superhero, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Charisma is increased by 2. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: Paragon Superhero Gear
Possession of this Power grants the following Battle Scar: Zero To Hero: Your physical prowess only functions within the body of your superhero identity. When you are outside of your Alternate Form, your Strength and Dexterity attributes are set to a 1.
Possession of this Power grants the following Trauma at all times: With Great Responsibility: You are compelled to follow your morals. Whenever you are faced with the opportunity to save a life or enact justice, you must succeed a Self-Control roll to resist the urge and Main Character Syndrome: You're the protagonist of the story, destined to save all the side characters you are superior to. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
In a monochromatic flash, warp space to effectively disappear from this dimension. If filmed in slow motion, a viewer would see a rift open around him.
Exert your Mind and spend an Action. This Effect cannot be used unless have taken at least 2 total damage. You must actively and obviously use Ring of Eldritch Protection to activate this Effect.
You phase out of reality for up to 4 Rounds. During this time, you cannot 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 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.
You may only use this Effect once per day.
With a little practice, the hero is able to use their dreams to help them store the many precious artifacts given to them by the goddess. After all, it'd be unfortunate if you lost them! As an added bonus, prolonged contact with these artifacts seems to be having strange effects, but surely they're all positive!
Spend an Action to activate.
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.
Jordan’s body melts into a lightly teal tinged slime with a spongelike porous core embedded inside—his true alien body revealed. The core leads the rest of the slime in its movements. When threatened, Jordan’s true form can wrap around and consume its foes, dissolving them inside its acidic body.
The slime of Jordan’s true body is a Non-Newtonian fluid— a liquid that can become more or less viscous.
Exert your Mind and spend an Action.
You transform into non-Newtonian slime 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.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1.
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.
The pin must be worn prominently to use. When activated the user is encompassed by a pulsing blue transparent energy shield that looks like it came out of a campy sci-fi movie from the 50's or early 60's.
Before activation it is a very shiny, lustrous pin, but after use, it loses its luster and becomes an ordinary, shabby-looking pin that appears to be kind of old.
Use up this Pin of J.R. ''Bob" Dobbs with a pipe and spend an Action or Reaction. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. 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.
The user snaps their fingers and a locker door manifests underneath the target object (if it's at a distance) and swings open inward. The object falls inside and the door promptly disappears.
When withdrawing an item or depositing a held item, a locker door appears in front of the user instead when they snap their fingers.
Spend an 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.
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 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.
Resolidifying is exhausting.
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.
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.
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 beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three 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.