Kyrie rips off the patches of flesh sewn around her head (below the eyes, beneath the ears, above the nose, etc.) to reveal a set of fleshy, viscous slits. These slits work like openings into her nervous system that she may perceive through, with the ones granting sight resembling a pair of monstrous eyes and other ones resembling fleshy gills.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you rip your flesh with too much strength (Severity-4).
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Kyrie ripping her skin apart like a feral animal, monstrous secondary eyes/ear slits.
....
Exert your Mind (unless you win a coin flip) and spend an Action. You must actively and obviously use an example of the identification being made to activate this Effect.
Choose a specific type of identification which could fit inside a Ziploc snack bag (up to 1 liter). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Crafts to fabricate 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.
When it's time to go out on stage, or simply have a friend with him, he always tries to get his most valuable thing; his friend. He opens his hand, and starts spewing notes out of his hand, forming a guitarist in front of him.
Exert your Mind and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you create a bassist (someone who actively belittles you and tries to harm you).
Summon a single Sapient guitarist at your location. They last 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.
Possession of this Power grants the following Trauma at all times: Compulsion to Sing (Whenever a song or a melodic sound can be heard, roll a Self Control in order to not figure out what is causing it).
RAZ-II, the flying mech machine will immediately dash/fly to the user, very quickly transforming into a suit of armor that will properly conform around his body, the armor will completely cover the user's body, a suit of mechanical wonders, the thrusters of which RAZ-II used to fly will strap themselves to the shins of the user, granting them an enhanced dexterity, and the turret that is now strapped to the back of the armor from RAZ-II is accessible via remote control.
Exert your Mind and spend an Action to activate.
You transform into Cybernetic Armor for 3 minutes. You have access to all of your Powers while you are Cybernetic Armor, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Dexterity is increased by 1.
You do not suffer any Penalty while in your Alternate Form.
While transformed, instead of your normal clothes and equipment, you are equipped with: Flack Jacket & Helmet + Shotgun
You may end this Effect prematurely as a Free Action.
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.
There's the sound of a squelching... and then soon a slight buzzing as Victor opens his mouth to reveal a... rather small looking hornet clawing its way out of his maw. And then suddenly, it wasn't so small anymore. This wasn't simply some sort of native Hornet, no... this was something just as strange as the man it came out of. It was more than just a drone, it was a warrior. His warrior.
I dunno man, he just summons a pretty big spooky hornet.
thats the gift.
Exert your Mind and spend an Action.
Summon up to 3 Non-Sapient, Animate War Hornet at your location. They last 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.
River extends an inhumanly long tongue, often spines, sticky, or tipped with talons. He wraps it around the item and swallows it whole. Later, he can regurgitate it in tact. His has descends / morphs temporarily into a maw to swallow too-large of items.
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 Exert your Mind and spend an Action to stash items in others' possession, but they automatically notice that you stole the item.
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.
Possession of this Power grants the following Battle Scar: weak stomach. Failure regurgitates item.
Possession of this Power grants the following Trauma at all times: Compulsion to eat delicious food.
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 Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack 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 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.
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 roadie at your location. They will 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 1 minion active at a time.
You may only use this Effect once per day.
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.