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Exert your Mind and spend one minute. You must actively and obviously use Welding Googles to activate this Effect.
Summon a single Walking Turret 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.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 8 dice.
You may only use this Effect once per day.
One you loved, one that shared a part of your heart, appears within this world and they are to assist you in whatever way they can. Human, yet inhuman.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient Alexandrite at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
Possession of this Power grants the following Battle Scar: idk.
Possession of this Power grants the following Trauma at all times: lol.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Ellis has his own personal realm of holding in which he can store explosives for future use.
In order to store a bomb, Ellis must first have performed the Ritual of Bomb Bonding with this particular explosive. This ritual lasts three minutes, and involves a complex geometric dance. During the ritual, the bomb will detonate and then immediately piece itself back together several times, imbuing a small fragment of Ellis' soul within it. No damage will be dealt to anything, but anything within a 3 meter radius that is flammable might appear slightly singed. Once a bomb is Bonded, it will remain that way until it is destroyed.
To store the bomb, Ellis places his hand on top of the Bonded explosive, upon which the explosive appears to detonate in a small area covering his hand. Re-summoning a bomb looks as if another small explosion occurred but in reverse.
Spend a Quick Action. This Effect cannot be used unless the bomb being stored has undergone the Ritual of Bomb Bonding.
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 bombs in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 35 of them at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Using his phone, Troy can generate a shield. It glows lightly and appears like a giant (not *that* big, but you know) plastic shield. If someone is behind him, they're also protected by the shield.
Because it comes from his phone, if he's without his phone, it doesn't work.
Exert your Mind (unless you win a coin flip) and spend an Action or Reaction. You must actively and obviously use a phone to activate this Effect. Roll Charisma + Technology at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 2 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. 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.
The meat suit spasm and writhes and collapses to the ground. And in a splatter of blood, the monster emerges from the corpses various orffices, only to infest another.
Spend a minute. This Effect cannot be used unless you have the mimicry targets corpse. You must actively and obviously use the corpse 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.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you crawl into the mouth the corpse and wear them like a meat suit.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
Become a 17-year-old girl version of Pal.
Hair becomes bluish white and long. Eyes and fingernails take on a solid the bluish white color and the appearance of the moonstone gem.
You are wearing an armored super hero outfit with a helmet and gauntlets. The colors are blue with highlights of white, and a large moonstone gem in the center of its chest plate.
You are stronger, and can ignore physical and mental impairments.
Become a magical girl named Moonstone. This comes with a floating delusion that follows you around named Pascal, and a compulsion to separate your identities.
When you are Moonstone, you feel safe, and secure, and like you are naturally, and have always been a girl. No memories are changed, just internal sense of gender identity. It swaps back when you swap back.
Exert your Mind and spend an Action.
You transform into Magical girl for 3 hours. You have access to all of your Powers while you are Magical girl, 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.
While transformed, instead of your normal clothes and equipment, you are equipped with: Armored superhero outfit. Similar to flack jacket, brass knuckles. Includes a small knife with a rubber hilt. Covered in small moonstone gems, and a large one near the chest. Also 6 flares, 2 canisters of teargas, A backpack with a field surgery kit/ med kit, 6 hand held chemical flares, a flare gun, and 6 shootable flares. Also 100 feet of rope, and a lighter.
Possession of this Power grants the following Trauma at all times: Pascal: Delusion of powerful entity that looks vaguely like a floating stuffed animal named Pascal that follows you around. You believe it granted you powers. In any stressful situation, or when GM calls for it roll self-control to not talk to Pascal.
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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms 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.
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.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch 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).
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.