TBD
Exert your Mind and spend an Action.
You transform into a cloud of sand for the next hour. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.
While in this form, you can squeeze through any gap that is not air-tight, though this may take more than one Action at GMs discretion.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may suffer Damage from wind and powerful gusts at GM’s discretion. You may spend an 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.
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.
Possession of this Power grants the following Trauma at all times: Lone-wolf: Whenever someone asks to be your friend, roll Self-Control to keep yourself from avoiding them.
A reaper is always on the go, and can't always walk around with her signature tools. The cloak of the reaper is the answer. The ferry, the weapon, and the light beacon can always be at the reapers disposal when they are in need.
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 a rolling luggage bag (60 liters), and you may store up to 7 things at a time.
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.
When Victor Vaugn first designed his signature super suits, he learnt of a way to transfer the kinetic energy that the wearer was producing into a sustainable and clean energy source; an energy source that Victor could take advantage of, activated by the subconscious response to the sense of danger, vocal command, or simply activating it through the suits control panel, the suit would transfer the built up power of the kinetic energy created through running, walking, fighting, etc on and over the wearers suit, creating a vividly colorful and transparent barrier extending only a few inches off the skin over the supersuit.
The barrier visually is a hexagonal grid in the shape of the users outline, the color of the barrier itself is dependent on the wearer and can be edited through the control panel to the wearers wishes
Exert your Mind and spend an Action. Roll Dexterity + Athletics at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 2 Damage. 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. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
The creature of the night can now transform into a Creature of the Night! Benny bares his fangs, snarls, and the whites of his eyes fill with blood as his body distends and transforms into a horrible monstrosity, either: 1) Desmodus Draculae, a previously extinct variant of the vampire bat, which is significantly larger than a traditional vampire bat, and is colored black and blood-red, instead of the usual brown and grey; or 2) a hulking dire wolf, with ash-grey fur and blood-red eyes.
Exert your Mind and spend an Action. This Effect cannot be used unless it is nighttime. 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 Desmodus Draculae, an extinct species of vampire bat or a direwolf with an ash-grey coat and blood red eyes for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), but you can use 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.
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Wren now wears a black choker necklace with a black heart stone. When she activates her barrier, she uses two fingers on each hand and traces along the necklace from the sides of her neck to the stone, then turns her fingers outward. Upon doing so, a barrier decorated with black hearts forms around her, lingers, then becomes invisible. When the barrier takes damage, the hearts reappear near the place of impact, appearing to crack. When the barrier falls, all of the hearts reappear, split in half, and dissolve into dust.
Exert your Mind and spend an Action. You must actively and obviously use a magic black choker necklace to activate this Effect. Roll Dexterity + Athletics at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 6 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Possession of this Power grants the following Battle Scar: Weak Stomach.
Exert your Mind and spend an Action.
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.
Possession of this Power grants the following Battle Scar: Scar.
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 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 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 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 "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons 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.