The user mimes actions that affect the target from a distance.
Exert your Mind and spend an Action. You must actively and obviously use Mime Suit to activate this Effect.
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 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Mutism.
Summoning her mythical heritage, Morgan is engulfed in the Hero's Light, appearing armed & armored in the tradition of her ancestors.
Exert your Mind and spend an Action.
You transform into Warrior for 30 minutes. You have access to all of your Powers while you are Warrior, 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 Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Warrior Garb
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
Possession of this Power grants the following Trauma at all times: Heavy Drinker: You must roll Self Control to refuse any drink, even if you know it is poisoned.
Phos in a blood ritual has bound four minor spirits to her, in order to gain control over basic alchemy.
While she uses this power, faint vestiges of the four spirits can be vaguely seen around her as the creations form.
With a 2 or higher on some sort of occult roll, it is easy to recognize these spirits as the four classical elemental spirits found in greek mythology.
Exert your Mind (unless you win a coin flip) 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 Intellect + Occult 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.
Possession of this Power grants the following Trauma at all times: Equivalent Exchange and Equivalent Exchange.
Jenn takes hold of someone and disappears, leaving behind a dark purple afterimage as if someone's eyes had been overexposed to something. It fades in a couple seconds.
Exert your Mind and spend an Action. This Effect cannot be used unless you take someone with you.
You phase out of reality for up to 1 hour. During this time, you cannot 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.
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.
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.
You may only use this Effect once per day.
The symbiote has repurposed some of the Hosts flesh to form flexible tendrils made from tendon & muscle fiber & the alien's own fungal, plant-like fibers. These tendrils have an array of sharp, thorn like edges that allow them to easily part flesh, as well as moist, sucking organs that both assist in grasping prey & gorging on blood & fluids.
Exert your Mind and spend an Action to activate.
You gain an additional limb that functions as a standard human arm and hand. Lasts one hour.
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 Thrusting Sword.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.
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 Thorned tendrils burst from your body.
Your appendage has its own agenda (Spread the spores!), which it will attempt to follow. You must roll Mind, Difficulty 7 to re-assert control when this occurs. If it chooses to act counter to your desires in combat, controlling it costs your entire Action.
Your Extra Appendage is incapable of fine object manipulation.
Ritual caster quietly mutters a rite under his breath. Few seconds pass, and he is finished, and starts to communicate - be it via reading a text or talking to creatures.
There is countless amount of scars inflicted upon the world. Some of them are deep - major historical figures that wage wars of conquests and forge empires, events that change course of history. Some of them can hardly be called scars at all - animals, humans and products of their activity, such as languages, texts, machinery, as well as the dead.
Rite of Secret Histories is a ritual which allows the one performing the rite to "read" said scars for an hour, though scope of this specific version of a rite is limited quite limited. This rite received it's name for it's immense help in learning what otherwise would be left in the dark - ancient texts, written in long-dead languages. Research notes, written by scholars in ciphers known only be them. Folklore, shared only verbally in uncommon languages.
Exert your Mind and spend an Action to activate.
You may understand and communicate to Creatures as if you are fluent in a relevant language for the next ten minutes.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
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.
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 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 an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a 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 "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet 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.