The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
spend a Free Action to activate. 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 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.
Kaya calls upon the spirit of a loyal cultist, ripping their soul from the Æther and using it to defend themselves or others.
Exert your Mind and spend an Action to activate. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. 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.
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.
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.
Penny cuts her hand on the surface, and writes an inscription in a language as old as life. Her reflection changes to Valerie, and her soul is shredded into pieces, attaching to every item in the area.
Take a Severity-1 Injury and spend at least two Actions performing the following ritual: she cuts her body and starts to write an incantation on the surface in blood to activate. You must actively and obviously use a surface reflective enough to see your face to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Make a Trauma roll when you activate this Effect.
You automatically detect all items imbued with spiritual energy within 1 mile of you for the next ten minutes. You have a clear sense of both the distance and direction towards any detected items. You get details of what each detected item is, as if you've glanced at each object.
Even if there are no items imbued with spiritual energy within 1 mile of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
Harriet shuts her eyes as her shadow begins to change shape. Becoming vague and undefined as three figures climb out of it.
Harriet's oldest companions are beings of Edge and (now) Heart. They fall under the domain of The Lionsmith, thanks to their time spent spent with Harriet and her dedication to over throwing the status quo. They eventually gained a small amount of Heart, born from the emotional connection Harriet has fostered with them.
Their forms are reflective of what Harriet pictured as the perfect protectors, to keep her safe from all harm. They do not always succeed, but they always try.
They each appear as Arthurian knights, their shadows inky and ever shifting. Though to the untrained eye, they simply look like comic book characters brought to life.
Harriet knows this well.
Exert your Mind and spend an Action.
Summon up to 3 Non-Sapient, Animate Knight made of ink and shadows 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 3 minions active at a time.
The ability involve using bell to call the magical cat and refusing to come if the bell isn’t ring for a long minute, before answering the call from the Luna. The black cat come from one of the nearby cramped place such as a sofa or a direction nobody is looking. As for when it need to get on high place it normally would’nt be possible a spectral branch apear to help the cat jump where it need.
Exert your Mind and spend one minute. You must actively and obviously use bell to activate this Effect.
Summon a single Magical kitten at your location. They will last 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.
You may only use this Effect once per day.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply 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 + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
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.
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.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie 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 minion active at a time.
You may only use this Effect once per day.