They see shadows start to swirl around me and absorb me into the shadows and all that is left. is a faint shadowy figure that blends with the shadows
Exert your Mind and spend an Action or Reaction.
You phase out of reality for up to 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 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 leave shadowy figure(blends with the shadows) at your location.
Possession of this Power grants the following Battle Scar: black scar twisting up the arm.
Kirk fires the pistol at the ground, ripping into the deepest reaches of hell. Clips, his old friend, crawls up into reality from this place and clambers onto Kirk's back. Clips, while not wholly existent once his form connects with Kirk's, has a facial structure of a healthy person, despite having the oddity of a pierce wound on his cheek, which seems to be locked in time, as if Clips was removed from reality the second he were to die. Clips, nicknamed because of his over insistence on using scissors for everything, has ugly hair and other features, with facial hair that seems like a bear hacked at it in a maniacal frenzy.
Exert your Mind and spend two Actions performing the following ritual: Kirk pulls a weapon out and loads one singular bullet into the magazine. After saying a short prayer, he fires the weapon into the ground, piercing into the dirt/ground, opening a hole into hell. You must actively and obviously use a firearm to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single ghost soldier 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.
His movements are wild yet remarkably precise, striking with a primal instinct that turns the battlefield into a chaotic mess of shredded flesh, splintered bone, and bloodied earth. The sight of Norman lost in battle is nightmarish—a whirlwind of claws, teeth, and fury, tearing through his foes with unstoppable aggression, leaving nothing but carnage in his wake.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: Weak Stomach.
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Stop hurting yourself, Jacob! :<
Putting up your hand towards something hurts my soul, especially after watching the way it contorts and splits apart to allow those icky growths to engulf the object and absorb it back into you.
And when the same thing happens to let you regurgitate those things! Ugh, you're kinda gross sometimes.
On where the objects are:
Jacob's always been some sort of medium...
There's... a thin line between life and death. He seems to tread on that, and he's gained the ability to make use of the Realm Between. This is just the start of the applications...
On death:
Jacob is the only one who can access this Realm, so all items that were in it will be left there on his death.
Spend an 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 Objects in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 7 things at a time.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Jacob's outsretched appendage contorts and rips apart to allow blood-red, ectoplasmic growths to emerge from the cracks in the flesh and engulf the target object, swallowing and absorbing it back into Jacob.
The exterior layers of Kanni's hands click and slide open, a set of fabrication tools stretching out from within, working swiftly, converting energy from Kanni's power-core into a physical form, working to form the creation.
Exert your Mind and spend 1 minute.
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 Brawn + Melee 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.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.