Viktor would go to his workshop table that is filled with parts, and would slowly start to assemble a Tiny two-legged robotic friend, which seems to have a rotating camera on top of its legs. after Viktor makes the robot he would hold it close to his chest before a bright glow would appear before he sits the robot down.
The tiny robot itself seems to be made up of small metal plates which seems to be keeping an large amount of wires and circuits behind it. the metal plates themselves seems to be some lightweight Aluminum. moving on to the back of the robots 'Head' there is a small projector right next to its camera that seems to project a hologram of whatever it's seen. that seems to play back anything it might of seen with it's little camera 'eye'. right under its eye what looks like a small tube that seems to fire .22 Bullets..
The Robot itself seems to be able to run very fast due to its lightweight metal and very efficient servo motors which allow it to run up to 4.5 meters per second.
What really gives this tiny two-leg robot its 'uniqueness' is when Viktor infuses it when some of his mana from his 'Heart'.
Exert your Mind and spend an Action.
Summon a single Non-Sapient, Animate Two-legged robot, that has what looks like a camera ontop of it at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most one active at a time.
From where she touches the pelt, changes spread, fur begins to grow or recess, bone structures change, and her whole body shifts into something much more comfortable. Be it a way to manage her transformation in public, or a way to feel more free at home, she can now just be how she wants when she wants to be it.
Exert your Mind and spend a minute. You must actively and obviously use the pelt or fur of an animal or other werecreature to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. You may add inhuman features to your disguise. 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 Effect ends if you take an Injury or are stunned or incapacitated.
A solid pitch black circle appears and moves over or intercepts the movement of an object. When stashing or unstashing a worn object, the circle moves over Sarah, making the object either disappear or reappear as it does so. (see Marvel Comics for visuals of donning clothing, it moves like Magik's teleport circles or Power Pack's costume change circles)
Inspired by cartoon circles in various Warner Bros cartoons, Sarah came up with this when she realized she was more than just a normal pwca/pooka now. She's still at least keeping with the theme of a shapeshifter whose primary form is a rabbit.
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 Objects 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.
when in the pitch black darkness, his eyes glow yellow as his eyes change into weird shapes, and he is able to see in the dark as well as seeing far distances
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
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.
Connecting to time, Amaranth is learning how to manipulate his connection to it's flow and while he's yet to figure out how to make it go backwards he has been able to make it go forwards and now with that solidly figured out he is able to stampede his way through just about any situaiton just much much faster.
Exert your Mind and spend an Action. You must actively and obviously use A time piece to activate this Effect.
Lasts 1 hour. Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
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 Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and 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.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. 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.
You cannot alter the appearance of your flesh and blood.
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 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 Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
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 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.