Grognar thrusts his Axe forward, and the air splits like torn flesh, unveiling a bleeding rift in time. Shadows coil within, flickering between what was and what should never be. A cold, aching whisper seeps through, filled with regret and longing. As he retrieves what is his, the wound shudders, pulsing with the weight of his unnatural existence before snapping shut, leaving behind only the lingering scent of something lost to time.
Spend a Quick Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The wrath of Time and Space (GM Decision). You must actively and obviously use His Axe to activate this Effect.
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 rolling luggage bag (60 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.
Time is effectively frozen in your Stash. Sapient targets still experience a local passage of time inside the stash, and this does not extend the duration of Effects inside the stash.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Grognar swings his axe, cleaving through the very fabric of time. A grotesque tear opens, blood oozing from the wound in reality itself..
Possession of this Power grants the following Trauma at all times: Echoes of the Fallen.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
When activating this he will be burnt and crushed a bit as he melts into simply a miniature version of the elephants foot, being a blob of moving corium he is able to go through water tight gaps and indeed be moderately radioactive, as he moves about.
Take a Severity-1 Injury and spend an Action to activate.
You transform into blob of Molten Corium 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 may spend a Committed Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
Can make an attack at melee range while transformed. Roll Body to attack. The target may contest by dodging or Defending. This attack deals +2 damage.
The people observing will see an object distort into existence, like the bitch from harry potter.
Spend a Quick 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 firearms in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 15 of them at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Possession of this Power grants the following Battle Scar: large brand on pectoral region (soft spot).
Possession of this Power grants the following Trauma at all times: you must roll self control to NOT jump in front of a speeding (potentially lethal) object that would potentially hit someone in direct line of fire.
Throwing a canister, a transparent gas leaks from it. Whoever inhales the gas, will smell almonds before starting to gasp, convulse and fall limp.
Use up this ________ and spend an Action.
Your Stress from Injuries is reduced to 0. Lasts three hours. Does not reduce Stress from Mind Damage.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
Rubin blinks out of existence standing to the side, afterall, he doesn’t have sides.
Exert your Mind (unless you win a coin flip) and spend an Action. This Effect cannot be used unless Rubin must move sideways, in order for his completely 2D body to not be seen..
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
You slowly shift into a new form of your choice, changing both your body and clothes.
The changes are physical, but when examined very closely, will appear just ever so slightly off.
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. Your disguise will not hold up to close scrutiny.
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 Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
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 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 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.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply 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 Perception + Survival 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 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.