Iryna pulls out a contraption that looks like a cross between a printing calculator, a Geiger counter, and a TI-82, known to her as the IV-23 Mapping Geiger Counter. She turns it on and sweeps the area, infusing the machine with her own radiation and supercharging its effects. It scans the area and prints out the coordinates as well as any instructions on how to get to the weapon.
Exert your Mind and spend one minute to activate. You must actively and obviously use a IV23 Mapping Geiger counter to activate this Effect.
You automatically detect all fires bigger than a fire pit and weapons of mass destruction within 50 feet 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 fires bigger than a fire pit or weapons of mass destruction within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
When Lucas activates the barrier, the cape undergoes a dramatic transformation. The outer fabric darkens significantly, absorbing surrounding light and casting a shadowy aura around Lucas. Spectral, gnashing teeth appear along the edges of the cape, moving and clamping as if eager to bite. A faint, sinister hissing sound accompanies the visual, enhancing the eerie atmosphere.
As an attack comes towards Lucas, the cape responds by flaring out, the spectral teeth gnashing more fiercely. The attack is visibly absorbed by an invisible barrier that forms around Lucas, the impact creating a ripple effect through the darkened fabric. Observers would see the attacker’s blow deflected and feel the supernatural force of the cape’s defense.
Expend a point of Battery and spend an Action. Roll Dexterity + Alertness at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
First the face is crafted, stitched onto a backing out of whole or pieces of faces, recombined into new masterpieces. Penny can supply the canvas if you wish to stitch a face to it yourself, but without her expertise there could be some… mishaps. Regardless, once the face is complete and worn for the first time, it becomes immutable, permanent. Whole faces will result in an exact body of the deceased, but working from scratch allows you a bit more… creative freedom.
Once you put it on, you feel the threads work their way into your skin, the backing melting away and the flesh becoming one with yours, which covers your entire body, morphing and molding uncomfortably until you look exactly as the face’s previous wearer looked, or you look like a wondrous new creation of flesh.
Take a Severity-1 Injury and spend a minute to activate. This Effect cannot be used unless someone skilled in surgery must first attach an existing face to the mask, or stitch one together from pieces of faces.
Your appearance changes to the form that matches the face attached to the mask. The disguise lasts until you either activate a new disguise, or choose to end the effect.
You are only able to shift into the one predefined appearance. This new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. A disguise cannot affect your Attributes or other stats.
A decrepit flare gun, shooting out a green flare. Skittering in the darkness, several goblins burst from the shadows.
Exert your Mind and spend an Action.
Summon up to 3 Sapient Gobbos at your location. They last 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. They will attack any Undead targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most 3 minions active at a time.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Klepto. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
After drinking the red fluid hell fire burns off the injury.
Use up this Crimson Drink and spend 1 minute. Roll 7 dice at Difficulty 6, dice penalties do not apply.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Rodger's skin is meshed together absolutely, forming a barrier in addition to the hypertension of his muscles.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll Perception + Athletics at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 9 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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 mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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.
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 vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
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 toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.