These crystals are made from condensed blood of powerful elder cosmic beings. Crushing the crystal in your hand will cause the elder blood energy to seep into your body and heal any scar that you focus on. However, absorbing elder being blood can have adverse effects on the user's Psyche.
Use up this small red crystal (unless you succeed on 1d10, Difficulty 7) and spend a minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
Vulkan activates a setting on his wristband, and suddenly a transparent shield begins to form
Exert your Mind and spend an Action to activate. Roll Intellect + Technology at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 2 Damage up to a maximum of half the total damage from a given attack, the rest of which penetrates through to it’s target. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. 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.
Frankie channels the spirit of the fae trapped within his gloves, a tiny wisp of light floats from the glove which he crushes into dust that he sprinkles into his eyes.
Expend a point of Battery and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Imix focuses, and begins to expend his life force to embody the aspect of the raptor. He turns into a feathered raptor
Exert your Mind and spend an Action to activate.
You transform into a raptor for 30 minutes. You have access to all of your Powers while you are a raptor, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Dexterity is increased by 1 and your Perception is increased by 1.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
You do not suffer any Penalty while in your Alternate Form.
You may end this Effect prematurely as a Free Action.
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.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
You cannot speak any coherent verbal language while transformed and must resort to other means of communication.
You may only use this Effect once per day.
You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.
Blke holds his necklace chains straight from hell wraps around his cloak heat starts to rise as the Phoenix tries to fight it and cries of pain from the hell flames, a heart wrenching cry of absolute agony, but once it fails, the chains starts dragging an instance of the Phoenix power out of the cloak. A small Phoenix with chains all around him as he is forced to submit to blake.
Remark:the Phoenix comes out from a Phoenix tattoo on the cloak, and when it dies it turns into flames and goes back there
Exert your Mind and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you an enemie Phoenix spawns ith the sole goal of kiling blake. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Summon a single Phoenix at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the cries of pain from the Phoenix.
You may only use this Effect once per day.
A hole is punch through the fabric of the universe. A truck is seen stopping and the minion opens the back downs and jumps down from the back of the truck. Then just as fast as it came in the truck then leaves through another whole it makes.
From looking at the pages of noted on his phone he can summon characters he writes down. The truck is always on either right or left never predictable. The holes in the universe repairs it's self instantly after the truck moves fully out of the hole.
Take a Severity-1 Injury and spend two Actions performing the following ritual: Must have to clasp both hands together and recite the yaoi and their title.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single figures from Dandadan 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.
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 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.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
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 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.
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 Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.