Liam hoists the wounded person on his shoulders in a classic Fireman's Carry - a combination of adrenaline, duty, & guilt propel him past any obstacles at startling speed. This movement appears to be improbable luck to the casual observer, with pratfalls, fortuitous stumbling, & similar. If seen from the side of the eye or under certain conditions (as determined by the GM), the truth is revealed: the ghosts that haunt the medic are helping to rescue the patient.
Exert your Mind and spend an Action to activate. This Effect cannot be used unless the person being carried is wounded or unconscious.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.
A Solid Gold Coin with a Rook on one side and a Pot of gold on the Other. Patrick has studied the rooks skin piece for a while and has figured out how to combine it into his gold coins. Allowing its users with a little luck to soar like a rook even without wings.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: The User Flips the coin up Calling it as it comes down if correct the artifact activates. This Effect cannot be used unless They Guess The Coin Flip. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. 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 godling extends its hand and forms the desired object(s) into existence. No audible or visual que emanates from the object’s appearance. No pop, no puff of smoke, the object simply *is*.
The object(s) is not created trough an exchange of preexisting material nor pulled from an alternate plane of reality. Through the godling’s Will alone, it begins to exist.
Exert your Mind (unless you win a coin flip) and spend 1 minute.
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 cannot create firearms.
Roll Intellect + 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.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Battle Scar: Wheezing.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Summoning her mythical heritage, Morgan is engulfed in the Hero's Light, appearing armed & armored in the tradition of her ancestors.
Exert your Mind and spend an Action.
You transform into Warrior for 30 minutes. You have access to all of your Powers while you are Warrior, 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 Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Warrior Garb
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
Possession of this Power grants the following Trauma at all times: Heavy Drinker: You must roll Self Control to refuse any drink, even if you know it is poisoned.
Kyrie rips off the patches of flesh sewn around her head (below the eyes, beneath the ears, above the nose, etc.) to reveal a set of fleshy, viscous slits. These slits work like openings into her nervous system that she may perceive through, with the ones granting sight resembling a pair of monstrous eyes and other ones resembling fleshy gills.
Exert your Mind and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you you take a Severity-4 Injury as you rip your flesh off with too much strength.
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Kyrie ripping her skin apart like a feral animal, monstrous secondary eyes/ear slits.
Bill keeps his important possessions stored in a pocket realm which he can access through the sleeve of his shirt.
Spend a Quick Action. You must actively and obviously use your sleeves 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 ziploc snack bag (1 liter), and you may store up to 7 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
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 Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 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 activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
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 time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
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.