"His gloves started to manifest metal dust that immediately molded itself In several metal peices,forming his disered object soon after"
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must actively and obviously use leather gloves 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 cannot create firearms.
Roll Perception + Crafts 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.
You may produce metal scraps/parts with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.
Possession of this Power grants the following Battle Scar: shoulders subflexion.
The Claw of Akhekh creates a sort of burrow within its Wielders body, allowing them to withdraw it inside of themselves in order to hide it. This hole can be expanded by the magical nature of the claw, as its living metal continually reinforces the body of the Wielder.
Spend a Free 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 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.
Saša's skin breaks out in hives, then apart. Revealing all of their glorious sinew to the world. Their skull cracks in two, allowing Saša's mind to rise to the top. They are beautiful, and made to eat Gods.
Exert your Mind (unless you win a coin flip) and spend an Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into a Skinless Sarkic Monstrosity for 3 minutes. You have access to all of your Powers while you are a Skinless Sarkic Monstrosity, 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 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Saša's skin being ripped apart from the inside out and their skull cracking open to reveal glowing lumps.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
A psychic cry rings out as a shimmering translucent orb envelopes them and they cease to exist for a brief moment. Every moment you spend in the presence of the orb you want to flee for a reason you can't describe. In the deep primal resseces of your mind you know this shouldn't exist and it takes all of your mental fortitude not to run as far away as you can.
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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The Void energy that is called forth is depply unsettling to beings from the mortal plane. They know at some fundemental level that this energy doesn't belong here..
The puppeteer pulls a seemingly loose string from one of their seams and it begins to fly off magically towards its target(s), a flurry of knives hovering in the air, pulled by strings.
Exert your Mind and spend an Action. You must actively and obviously use strings to activate this Effect.
As long as you maintain Concentration, you can take Actions and interact with things that are within 300 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 1 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Flammable - It's pretty self-explanitory. (Whenever you would take fire damage, roll Body@8. If you fail, you are set on fire and will take an increasing fire injury on the start of your next turn that increases by 1 every round unless it is put out before then.) and Artificial Body - Your body doesn't heal like flesh. (Your natural rate of healing is doubled. So instead of healing all of your Body over a Downtime, you only heal half your rating in Body on all injuries without external repairs).
Possession of this Power grants the following Trauma at all times: Real Boy - You believe yourself to be a genuine, honest to god, real boy. (Roll Self Control to take any action or thought that goes against this belief).
Woebhiro summons the tri-colored goldfish which becomes a 'cloak' that Woebhiro wears, causing colored streaks to follow the motion of his blade and body. This technique imbues Woebhiro's attacks with high-density spirit energy, resulting in significantly more powerful attacks. Nishiki also grants Woebhiro greatly amplified movement speed and agility.
Exert your Mind and spend a Quick Action.
You transform into Nishiki for 3 Rounds. You have access to all of your Powers while you are Nishiki, 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 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
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 werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
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.
You leave a golden glow shaped like yourself at your location.
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.