A small cowrie shell pendant appears on the bracelet, which glows while the barrier is up.
Joe takes a meditative pose and takes a deep breath, during which he establishes his inner peace and then wills it to supernaturally manifest. A nearly invisible spherical barrier appears around him and his friends. The barrier ripples with soft light (like under sunshine through water) when touched by anything, and it splashes and cracks when damaged.
While dangers, chaos, and bad weather are all a part of life, Joe's inner peace is available to all who are (literally) within his inner circle.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless you take no Quick Actions, Free Actions, nor minimal Movements while the barrier is up. Roll Intellect + Influence at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Nothing can pass into the bubble until the barrier is broken. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. 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.
A green Bottle with a label depicting the Mesopotamian goddess Ninkasi with the her thumb up and holding the same beer with the slogan "Good to the last drop!".
You are the one who soaks the malt in a jar,
The waves rise, the waves fall.
Ninkasi, you are the one who soaks the malt in a jar,
The waves rise, the waves fall.
When you pour out the filtered beer of the collector vat,
It is the onrush of Tigris and Euphrates.
Ninkasi, you are the one who pours out the filtered beer of the collector vat,
It is the onrush of Tigris and Euphrates.
Use up this Bottle and spend an Action. Roll 7 dice Difficulty 6, dice penalties do not apply.
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. 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.
This Effect is not obvious, and the only sign you are using an Effect is slurring speech and stumbling slightly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Assimilator opens their mouth in a silent scream, their body undulating and shuddering, morphing to match the desired form.
Exert your Mind and spend 2 Actions. This Effect cannot be used unless you are possessing a host.
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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your flesh and skin split apart before mixing and slapping back together as a different person.
Possession of this Power grants the following Battle Scar: Bane: Fire - You are weak to a specific material or type of attack. (All Damage you take from [Fire] is increased by 1 and ignores any non-material Armor you may have.).
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.
Possession of this Power grants the following Trauma at all times: Alien Isolation - Paranoia.
Scp-999 has begun to imitate the facilities security functions as well as devices. Though slightly concerning the 05 council has decided to see where he can go. Scp-999 has been known to now turn himself into a large cage to protect or contain in different situations
Exert your Mind and spend an Action or Reaction.
You transform into House Sized Reinforced Steel Cage or a copy of an Object you are currently touching for one hour. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may transform into any generic inanimate object that could easily be acquired in a town. No firearms or explosives.
You may end this Effect prematurely as a Free Action.
Philly begins to shine slightly, as they move around they leave a trail of multicolored copies behind them.
Exert your Mind and spend a Quick Action.
You transform into Fever Mode for 3 minutes. You have access to all of your Powers while you are Fever Mode, 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. You do not suffer any Stress while transformed.
Your body is adapted to Singing/Rapping. You receive +3 dice on non-attack rolls related to Singing/Rapping.
Possession of this Power grants the following Trauma at all times: Backing track - Anytime you are forced into a situation where music is not playing, roll self control to resist the urge to begin humming.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
Performing several complicated gestures, the Stormcaller draws moisture from everywhere around them and coalesces it into the desired shape, the flash-freezes it. They are left with a slightly dripping object made purely of ice that will last until it melts.
Exert your Mind 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 Dexterity + Thievery to fabricate 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.
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).
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 Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into a vampire bat or a wolf 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. 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
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.
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.