Pulling a piece of graph paper whether small or big, the paper would begin to inscribe itself the blueprints of the supposed object onto the paper rather quickly as it is coming from the calculations, geometry, and knowledge of Mason as it is written down straight from his mind. It is a tiring process but when complete the paper would begin to fold itself into that object and will then slowly change, solidify, and morph into the object itself with nothing resembling, feeling or sounding anything like paper but only what the object is.
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must use up A Page of Graphing paper in order 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 cannot create firearms.
Roll Intellect + Crafts 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.
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.
The various masks of the user grant them with multiple personalities to disguise themself with.
Spend a minute. You must use up $100 in order 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 Gift's Cost is capped at 2 and cannot be increased further.
The servants rise, they move on their own, but they seem tormented beyond the milky white of their wet and lifelike eyes.
Exert your Mind and spend one minute. This Effect cannot be used unless Must have access to one puppet per minion summoned..
Summon a single Curséd puppet 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 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Horrifying-looking, vacant eyed puppet servants..
A mixture of multiple unnamed super drugs is made active within the consumable, which then floods the user with a sense of euphoria and makes them partially numb to most afflictions or sources of pain. Observers see a fog of purple gas escaping through their breathing orifices..
Use up this Needle shot and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
Any dice penalty from Exposure or being stunned, diseased, sleepy, dizzy, sick, distracted, or similar is reduced to zero. Does not affect penalties from Effects you activated.
The chains of Octavius sneak off his body and float, glowing ever so slightly a hue of blue.
Exert your Mind and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
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.
Your extra appendage can be used to attack in exactly the same manner as a Whip.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Ghostly chains.
Your Extra Appendage is incapable of fine object manipulation.
It would be rather conceited and grandiose of Luci to label herself as a Master of Shadows, but this evolution in her connection to the Well makes it a close call.
Just like the conspiracy theorists say, the shadows can indeed talk. In fact, they can have quite a lot to say about those that like to hide within them. Luci would know- she's seen them both in and out of The Well. Whether they're all that happy about it is one of many philosophical questions, but the fact of the matter is that they do indeed talk.
Such beings only require a bit of nudging and a sip of her Source in order to spill what they know and act as beacons for Luci. Not only do they point her in the proper direction, but they will also aware her as to what her targets are hiding from or disguising themselves for.
And even without any direct calls to action, Luci's intuition awares her of any restless or uneasy shadows that might have information about nearby scoundrels for her.
The shadows that exist outside of the Well are either only personified by Luci herself or a product of her power. When a shadow points her in a direction, it manifests more as a feeling than an actual shadow getting up pointing in any particular directing.
Think of it more like Luci projecting herself into the surrounding darkness- a process that while not riskless, is certainly fruitful.
Exert your Mind and spend two Actions performing the following ritual: Luci mutters for the shadows to show their hand as she pours her Varnish at her feet. You must use up 6 units of Varnish in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You automatically detect all hidden beings (i.e. actively in hiding or actively conealing their presence) and disguised beings (i.e. actively wearing/using a disguise/facade) within 1 mile of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no hidden beings (i.e. actively in hiding or actively conealing their presence) or disguised beings (i.e. actively wearing/using a disguise/facade) targets are within 1 mile of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Any hidden beings (i.e. actively in hiding or actively conealing their presence) and disguised beings (i.e. actively wearing/using a disguise/facade) detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 1 mile of you.
You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.
You receive a detailed silhouette of their body and clothes for each being you detect.
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 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 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.
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 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.