Phantom, swiftly like a ghost throws out his arm, taking an item and throwing it into his inventory... except within his inventory is a hidden locked inventory only available to the thief class. Which he stores it in.
Spend a Quick 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 store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 1 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
His eyes begin to glow. From out of no where creatures that look like angel like creatures grab the thing that will be put into. Johnny unhinges his jaw and the creatures begin to shove them down his throat. He doesn’t choke.
If he takes something out the item gets vomited out in a similar manner with a baby angel exiting the mouth and disappearing after waving goodbye.
“I was given this power to save people after they have died but of course I don’t wanna have to carry them on my shoulders. It occurred to me in a dream but I never imagined it feeling so disgusting to do each time again and again. I just need to get strong enough to be able to completely revive people.”
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 Corpses in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 5 of them at a time.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The eyes of Johnny begin to glow and it looks as if the item that’s being stashed or taken out is shoved in or out of Johnnys mouth by baby angels. Johnnys mouth is unhinged like a snakes. Everybody looking at this gets the feeling that this is wrong and against the natural order of things.
By consuming a vial of blood, regardless of the source of said blood, the holder of this gift used the consumed blood as a catalyst for a dark magic that restores the body. During said state of regeneration, the body of the user glows an eery red, as the wounds regenerate as if being rewound in time.
Exert your Mind and spend 1 minute. You must use up Vial of Blood in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Athletics 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.
The Don places their right hand into their mouth before whistling, their hand visibly withering and weakening as Jimmy appears mysteriously and cinematically from around a corner like a sly devil who just secured a deal.
https://www.youtube.com/watch?v=ZNx0d-7Vyi8&t=45s
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient Jimmy, The Don's Right Hand Man at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by you. You may have at most one active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
Possession of this Power grants the following Battle Scar: Withered Right Hand - He's my right hand... (You suffer a -1 Dice Penalty to rolls utilizing your right hand).
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Dr, Rockman Lifts his big stick into the sky and it disintegrates into a pillar of divine light that envelops his form. After the light dissipates Jimmy stands transformed. a Gold staff in his hands. A halo rings his head and white feathered wings extend from his back.
This goes well beyond blind faith, Jimmy sees angels as magic protectors of people and so the form he sees himself having to protect others is angelic.
Exert your Mind and spend a Quick Action. You must actively and obviously use A big stick to activate this Effect.
You transform into an Angel for 30 minutes. You have access to all of your Powers while you are an Angel, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
Your body is adapted to Flying. You receive +3 dice on non-attack rolls related to Flying.
Possession of this Power grants the following Trauma at all times: Sin, you must roll self control to harm a human.
When the arm is activated, it is not yet switched on. Simply a functional cybernetic arm painted orange and black, a handle positioned on the forearm. Once the switch is flipped, the chainsaw bursts forth, sterilized and prepared to kill.
Doctor John Klyzac had lost his arm when he'd gotten into a near fatal car accident. This had taken him out of his job, leaving him without help and guide. But when Primus had arrived, they offered him a deal
Give us medical service, go on contracts, and you get your arm and your job back.
Exert your Mind and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Industrial Chainsaw (Greatsword).
You may turn this Effect on and off at will during its duration.
Your body provides you with the functionality of Surgeon's Tools. If used to attack, these "tools" use the same stats as a small knife.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
Possession of this Power grants the following Trauma at all times: Hunger for Blood - When activating the switch on this power, make a Self Control roll. You must use it in some way shape or form to shed blood within the result's number of rounds (such as attacking someone or performing surgery). If you do not do this, you must make a trauma roll.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top 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 Perception + Occult 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 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 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.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie 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 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.