Thad's bass licks are so powerful and resonant that they create a barrier of sound waves in a sphere around him, stopping projectiles in their tracks, and even sometimes sending them bouncing back at their attackers. The air around him seems to vibrate and fuzz as his riffs keep chugging.
Exert your Mind and spend an Action. You must actively and obviously use a bass guitar to activate this Effect. Roll Dexterity + Performance at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. 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 Demonologist performs an Arcane Ritual to summon an Imp and bind it to the mortal plane. It takes the form of a small, red-skinned humanoid creature with wings and short, stubby horns, and possesses the ability to hurl bolts of fire short distances.
Uses Demonology
Exert your Mind and spend at least two Actions performing the following ritual: A ritual Circle must be drawn and offered a drop of the casters blood while a chant is used to bind the summoned demon to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single ________ at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
Elvis bats their eyelashes and hits a pose, pouting in concentration as camera flashing disco balls form above him. He's so alluring, who would ever want to attack him? He looks like... He looks like he's surrounded by an aura of... Beauty!
Exert your Mind and spend an Action or Reaction. 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 +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact 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.
On activation when Maze is struck by an attack or an effect tries to target him floating text will pop up above his head stating "Immune" as the attack seemingly has no effect and bounces off harmlessly.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless Atlas is active. You must actively and obviously use Rangers Cloak to activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world (other than non-combat Actions using your hands, at +2 Difficulty) or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. Nothing can interact with you in any way.
When you phase out, you may bring up to 2 additional target in arm's reach with you.
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 solid after image at your location.
These crystals are made from condensed blood of powerful elder cosmic beings. Crushing the crystal in your hand will cause the elder blood energy to seep into your body and heal any scar that you focus on. However, absorbing elder being blood can have adverse effects on the user's Psyche.
Use up this small red crystal (unless you succeed on 1d10, Difficulty 7) and spend a minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
The Beastmaster holds up a bowl of chunky green liquid and begins the process of his transformation as his allies bide for time.
Use up this green guacamole-like mixture and spend two Actions performing the following ritual: consume the guac, then howl or roar very dramatically towards the moon (or sun). You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into a very furry and animalistic version of yourself for 3 minutes. You have access to all of your Powers while you are a very furry and animalistic version of yourself, 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 Brawn is increased by 2, your Dexterity is increased by 1, and your Perception is increased by 1. Your Stress is reduced by 2.
Your body is adapted to smell. You receive +3 dice on non-attack rolls related to smell.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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.
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 magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water 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.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers 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.
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 time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
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).