Those that bear the blessing of Nephthys, Goddess of Darkness, may defy the will of Geb, God of the Earth, running or walking up vertical surfaces or even sitting comfortably on the ceiling. This blessing remains in effect at all times, provided they bear the Seal of Nephthys as a conduit for the Goddess powers & remain in good standing with her; blasphemers may find this power fails them when they need it most...
Exert your Mind (unless Night/shadows) and spend an Action to activate.
You may move easily and without a roll in any of the following situations. Lasts 1 hour.
July 4, 2021, 2:34 a.m. - Revision Cost: 1. Added Enhancement: Acrobat, Added Drawback: Unique Focus
Kano reaches into his hair, his hand disappearing into a swirling black vortex that pulses with alien energy. The cold hum fills the air as he effortlessly pulls items in, vacuuming them into the void, keeping his stash safe—unseen, untouchable, and secure but the fear of loosing it plaiges him every night.
Spend a Quick Action. You must actively and obviously use Afro to activate this Effect.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
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.
Possession of this Power grants the following Trauma at all times: Nightmares.
A painful shock flushes through your body as fur begins sprawling from where your skin once was. Your fingernails turn into sharp claws, your nose elongates and you can smell much better than before.
This Effect activates whenever Being reduced to the wounded state in combat. It does not require an Action or Exertion. Make a Trauma roll when you activate this Effect.
You transform into a Werewolf for 30 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. While transformed, your Brawn is increased by 1 and your Perception is increased by 1.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
You do not suffer any Penalty while in your Alternate Form.
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.
You cannot speak any coherent verbal language while transformed and must resort to other means of communication.
You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.
The user rips off chunks of their flesh and throws them to the ground as easily as if it were playdoh. These chunks begin to glow as they roll up into a ball and then stretch out into humanoid forms. While the minions are growing the user regrows their flesh without feeling anything.
Exert your Mind and spend an Action.
Summon a single Fleshy at your location. They will 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 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the minions are made by ripping off blobs of skin that instantly regrow back..
Putting your hand on the book holster and closing your eyes, you can sense all books in a 300ft radius as if they were calling out to you.
Expend a point of Battery and spend an Action.
You automatically detect all books within 300 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.
Phil consumes a target and is able to physically disguise as the person he eats.
Exert your Mind and spend a minute. This Effect cannot be used unless you can only disguise as someone who you have consumed. You must use up human flesh in order 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 may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Phil is literally consuming human flesh and turning it into plant food.
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 Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie 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 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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 magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
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 may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
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.