In a monochromatic flash, Liam is gone. If filmed in slow motion, a viewer would see a rift open around him, & the ghosts of the dead pull him out of harm's way. Use of this ability often causes small haunting effects in the area that can linger for a time (orbs, cold spots, etc).
Exert your Mind and spend an Action or Reaction. 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 phase out of reality for 4 Rounds. 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 1 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.
Dec. 17, 2023, 8:54 a.m. - Revision Cost: 1. Added Enhancement: Too Slow!, Added Drawback: Traumatic
A portal opens in front of the user which vanishes as quickly as it appears after spewing a Guardian Angel.
The creature looks like a old depiction of humanoid angels, dressed elegantly but seemingly without mind or morals.
Exert your Mind and spend an Action.
Summon a single Sapient Angel 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. This Artifact may have at most one active at a time.
As the user begins to envision a blue print of the item in their minds Spindly Clockwork arms shoot forth from the item spinning, prodding and poking at a specific spot in the air. as these limbs continue their work a hole into a ghostly realm is forced open showing the infinite possibility of Perfected forms. They reach forward rapidly dragging out the items envisioned.
A Huge ghostly clockwork face using disconnected limbs can be seen crafting these perfected Forms, as it notices this breach it crushes it closed. the drone of gears grinding, scraping, almost pleading out for something can be heard as the rift is sealed.
Exert your Mind and spend an Action.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic but can include rare materials (such as radium, gold, or drugs). Rare objects and their materials last no longer than 45 minutes.. You cannot create explosives. You may create firearms.
Roll Intellect + 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.
The caster kneels while closing their eyes and begins to hum. Small rings of magenta, yellow, and blue begin pulsing out of the caster's head as they trace a circle in the ground with the butt of a revolver.
The humming usually reflects the general mood of those in it's initial range. An angry crowd will cause the user to feel compelled to hum a loud and dissonant tone, while more peaceful groups will inspire light and steadier tones. If there's no mood to read, or there is a sufficient mix of emotions, the caster will end up humming the last song that was stuck in their head. Mercifully, it is guaranteed to not get stuck again from this exercise.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: Take a knee, close your eyes, hum whatever come naturally, and trace a circle in the ground with the butt of your gun. You must actively and obviously use A.38 Special Revolver to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all fearful humans and murderers 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.
After receiving the wish, the magician performs a variety of tricks with the hat, creating a fun display for the viewer before fabricating the item that was wished for.
Exert your Mind (unless you win a coin flip) and spend 1 minute. This Effect cannot be used unless there is an audience of at least 5 people. You must actively and obviously use a magician's hat 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 may create firearms.
Roll Charisma + Performance 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.
As i grab into the bag a bright light begins to shine as my hand disipers into this wired portal. i then pull out what ever itom i need.
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 Intellect + Crafts 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.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery 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 a golden glow shaped like yourself at your location.
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 an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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.
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 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.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
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.