Meant to be worn as a technological Armband: he presses onto a button and with a fiery burst of sparks, forged armor-plates forms into some sort of steampunk-fantasy-esque power armor.
Unreliable? I haven't field tested it yet.
Draining? There's a hear and air-circulation issue I'm working on it right now.
Expend a point of Battery and spend a Quick Action. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You transform into the Dwarven Sentinal for 3 minutes. You have access to all of your Powers while you are the Dwarven Sentinal, 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 Penalty is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: 6 ft Tall Steel Robot with a battle-axe.
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.
Ana is learning to tap into the power of the ley lines and access true magic. She has learned to create a barrier around herself to protect herself from attacks. When the barrier is activated a pair of ethereal curtains close in front of her, and reopen when the barrier falls. While her barrier is active she appears to be surrounded by an aura of shimmering light.
Exert your Mind and spend an Action. Roll Dexterity + Athletics 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. 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.
after being tired of being unable to bring or having to carefully sneak weapons by airport security, Mako has defied normal biology and has mutated his stomach into a biological anomaly, allowing him to swallow swords with little effort and stick it to TSA. By unhinging his jaw and shoving the items into his gut, he can hold 7 items of moderate size with ease, though readying his jaw takes a bit of time
Spend at least two Actions performing the following ritual: Unhinging Jaw to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
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 7 things at a time.
Osmand channels a weaker version of his worm form and warps into an elongated form.
Thanks psycho!
Exert your Mind and spend an Action.
You transform into Human sized worm for 3 minutes. You have access to all of your Powers while you are Human sized worm, 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 Body or Mind Penalties.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Osmand's flesh bursts and he turns into a worm.
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 Imbuing an object with a word, (Imbue must be used within 10ft of the object, and the object must be in line of sight. Imbuing an object etches the word onto it permanently) The affect can be activated by saying the imbued word again.
Exert your Mind and spend an Action. This Effect cannot be used unless Only works on objects that have been imbued with a word, and only activate in accordance with the word imbued f.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
When using this power, they are engulfed in a fog then the form of the transformation he appears as 5'3'' with a bit longer hair and light green and a light blue eye, he wears white gloves (sometimes one is missing) , black jeans, and a long sleeve dress shirt.
Exert your Mind and spend an Action to activate. This Effect cannot be used unless No one can see Them when they transfrom.
You transform into His performance form for 3 minutes. You have access to all of your Powers while you are His performance form, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Charisma is increased by 1.
While transformed, instead of your normal clothes and equipment, you are equipped with: In this for they're wearing white gloves, a pair of black jeans, and a black long sleeve dress shirt
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.
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, Direct, 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 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 one minute. You must actively and obviously use a cell phone to activate this Effect.
Summon a single goon 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.
You may only use this Effect once per day.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat 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 Perception + Occult 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-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.