When he realizes something bad is about to go down he is able to act upon it, and be the first one people acknowledge. As soon as something does go down the user tears his clothes off and is transformed into an incredible hero, he has to take down the baddies! A mask is formed over his face from the shadows and the suit is there when he tears his clothes.
Exert your Mind and spend a Quick Action.
You transform into A Superhero for 3 minutes. You have access to all of your Powers while you are A Superhero, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 1. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
While transformed, instead of your normal clothes and equipment, you are equipped with: Black Suit with a T in the middle
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 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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Heroism: You are a hero and you know it. (Make a Self-Control roll anytime you could rescue or save someone, but choose not to; this includes running away or fleeing endangering situations.
Invoking his oath, Alan undergoes a flashy transformation sequence to become the superhero, Paragon. In this form, Alan's body is completely replaced by the Paragon's signature costume, a suit of white armor with a billowing blue cape and emblem of peace emblazoned on their chest. They appear like an fictional character brought to life, moving as if animated between frames and possessing pure white eyes that change size with their expression.
Exert your Mind (unless you are in a major metropolitan area) and spend two Actions performing the following ritual: flashy transformation sequence. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into an animated superhero for 3 hours. You have access to all of your Powers while you are an animated superhero, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 2 and your Charisma 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: Paragon Superhero Gear
Possession of this Power grants the following Battle Scar: Zero To Hero: Your physical prowess only functions within the body of your superhero identity. When you are outside of your Alternate Form, your Strength and Dexterity attributes are set to a 1.
Possession of this Power grants the following Trauma at all times: Main Character Syndrome: You're the protagonist of the story, destined to save all the side characters you are superior to. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion and With Great Responsibility: You are compelled to follow your morals. Whenever you are faced with the opportunity to save a life or enact justice, you must succeed a Self-Control roll to resist the urge.
I don't really know what there is to say. He has a monkey tail.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Jack's history as a player killer/griefer follows him wherever he goes, this can be a help, or a hinderance.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Where's the Rum? - If ever given the option to drink roll self control to resist.
You also gain the following effects:
A body rebuilt, similar but different, from a world of different rules, yet he still lingers.
You gain the following benefits at all times.
You are permanently and visibly transformed: Purple eye and strange markings within it. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and your Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Battle Scar: tinnitus.
The Severity of any Injury caused by Darkness/Corruption is increased by 2.
Grasping onto an item, Frank asks his benefactor to move it to "cold storage". Over the course of a few seconds, the object is absorbed into Frank's being, kept within until it's realm until it's needed once more.
Any item that spends time within the noir permanently has it's color lost unfortunately, making it incredibly easy for folks to keep track of what Frank's had his hands on. You can take the film out of noir, not the noir out of film... whatever that means.
Spend an Action.
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.
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 psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 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 phase out, you may bring up to 1 additional target in arm's reach with you.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.