Bill keeps his important possessions stored in a pocket realm which he can access through the sleeve of his shirt.
Spend a Free Action to activate. This Effect cannot be used unless Must store/withdraw items through your sleeve.
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 ziploc snack bag (1 liter), and you may store up to 7 things at a time.
When he takes damage that would make him close to death, with a flick of his jacket, he transforms into a bat and flies off in the night, trying to get away from certain death.
Exert your Mind (unless having less than 4 Body) and spend an Action. You must actively and obviously use Overcoat/cloak to activate this Effect.
You transform into Bat for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. 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.
Your form changes to match whatever the observer believes should belong in that area, forcing them to mentally "glaze over" your presence.
Exert your Mind and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Temperance clutches the Mask to his chest as a small flame flickers behind it, growing larger until the mask itself begins to grow and begin to hover in the air in front of him as a wisp is reborn
by combining his latent abilities with those of Neo-GENIS, Temperance is able to temporarily return life to what was once lost.
Exert your Mind and spend an Action. You must use up carved mask in order to activate this Effect.
Summon a single Non-Sapient, Animate Greater Wisp 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 one active at a time.
You take Gilryen's Drippy Jacket and cover your entire body, you proceed to say how much you miss Gilryen and then a lil minion appears. This minion looks like Gylrien and his ranged attack is a mini Disturb.
Exert your Mind and spend an Action. You must actively and obviously use Gilryen's Drippy Jacket to activate this Effect.
Summon a single Sapient Gilryen at your location. They last for two hours or until they move more than 150 feet from you or 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.
Liv focuses on one of the artifacts she has placed a demon in. She says a few words. Bits of shadow flow out of it and to her back, forming shadowy wings.
Liv uses the connection to the demon realm that her artifacts have to pull another demon through. Partway through this summoning, she cuts permission for most of the demons body, except for it's wings.
Exert your Mind and spend an Action. You must actively and obviously use An object with a demon in it (Crafted bound servant or demon themed upgrade) to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your Demonic wings. You don't require extra clear space on any side in order to fly, and get +2 dice for any rolls made to maneuver in mid-air. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your Demonic wings via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
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 casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
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.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
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.