The spirits of obscurity have granted you their gift that you may use 3 times a day. Hush and stay still, and they wont see you.
Expend a point of Battery and spend an Action to activate.
You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 minute.
Do as I command object.
Intended for making booze and duplicating food, my brother.
Exert your Mind and spend 15 minutes. You must actively and obviously use Prayer Beads 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 Brawn + Occult 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. The created item lasts 2 hours.
Their body bubbles and swells much faster and more violently than when changing form, but instead of subsiding seems to consciously move away from any form altogether. It looks as though tension in the shape is being released as it drops to the floor in a goopy mess resembling the consistency of pancake batter, with the color resembling a more flushed version of whatever skin color the previous form had. It's never clear whether The Flesh is pushing itself or pulling itself or both at once, the only thing that is clear is it ripples with energy, slightly steaming at room temperature.
Reforming reveals The Flesh for what it is, not a state of released tension, but a taut state of forced formlessness. The original form is visibly exhausted and must rest to recuperate from the intense focus.
Exert your Mind and spend an Action.
You transform into The Flesh for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the flesh bloating and just... more bloating..
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.
A glimmering energy flows from the gem into Vergil, and a gust of wind carries the voices of those in need on the wind to him. In addition, the goddess within the gem can detect other beings of divine origin or those imbued with divine power. Allowing him to know when the agents of the orthodoxy of ruin are nearby. If he needs more specific information, he calls on Odessa to unite her powers with the goddess of the wind, and dispensing the sand of sleep onto the wind it flows in a trail that directs him to the person in need.
Odessa's closest friend, and a goddess trapped in a similar situation to her own. Luckily Odessa and her had known of each other's locations before they were sealed into crystal form to protect the world from the powers of ruin, yet now with ruin having infiltrated the world the Goddesses are returning to imbue their chosen hero with the power to set things to right!
Exert your Mind and spend two Actions performing the following ritual: A prayer to Thalassa the Goddess of Wind. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Beings imbued with divine power and Beings in dire need of help 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.
If no Beings imbued with divine power or Beings in dire need of help targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Even if there are no Beings imbued with divine power or Beings in dire need of help within 300 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.
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: A hero's duty: Roll self control to use lethal means as a first resort in combat.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The upper layers of skin and flesh on Freddy’s body, have been infused with technology, that can in mere milliseconds adjust to its environment like an octopus.
He used that ability to get up and close to the target and take them out without them even knowing.
Freddy has used this ability on people he thought to be loved ones, only to see them for what the really are. All of them are liars and crooks.
It’s a large field on a sunny day. It is warm outside and quiet. A sole man is standing in this field, all by himself. He knows that his time has come. He can hear the sound of someone cocking a gun right behind his head. He turns around to see who the person is, that is going to take his life but he sees nobody behind himself. At that moment a shot goes off penetrating completely through his skull, as the man falls to the ground. It’s a large field on a sunny day. It is warm outside and quiet.
Exert your Mind and spend an Action.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you or your equipment specifically 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.
Possession of this Power grants the following Trauma at all times: Paranoia.
Limbs twist and enlarge, hands deform and shape into paws, and the skin bursts into flesh of brown fur laying the whole body, instead of pain one would feel it is like the cracking of the spine, the knuckles popping, relaxing as if you are fitting in a nice comfortable set of clothes that fit you like a blanket.
Nature seems to watch intently, the trees bend ever so slightly toward him, the grass points to him, and the leaves fall and float around him. It knows that you are one of its own.
(Improvement 1 ) - To truly become a true animal, you can no longer be tethered just to the land. You must adapt and be able to change in the urban city heavy lands no matter how much life is lacking there. The tree's acknowledge this and the animals on the farm agree you believe, a collar is snapped you feel and now can change wherever you desire. No longer requiring the land to change into a grander form.
Exert your Mind (unless you win a coin flip) and spend a Quick Action.
You transform into Bear until you transform into something else or choose to return to your original form. 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. The equipment you are wearing does not transform 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.
Possession of this Power grants the following Trauma at all times: Instinctual Struggles - When in a social event or somewhere with strict social protocol, roll a mind roll to resist fight/flight response.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
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 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 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.
You cannot alter the appearance of your flesh and blood.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom 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 mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
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 aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.
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.