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Take a Severity-1 Injury and spend an Action.
Summon a single A devilish fellow 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.
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 TSA's worst nightmare. When Enoch's hand is inside a container (such as: pockets, backpacks, satchels, etc) or is caught inbetween two objects causing it to be concealed (example: between his torso and shirt, between the pages of a book, between a handkerchief and a table, etc) He can access an extradimensional inventory space and pull out different weapons or tools, depending on the situation.
To stash an item inside this inventory, Enoch has to be able to fit said item inside a container or conceal it from view by hiding it inbetween two objects, causing it to dissapear into his inventory.
Spend a Quick 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.
You may choose to equip any equipment you withdraw at no additional cost.
Luna's gauntlet has small focused graviton waves that emit from it, and, similar to a 3d printer, build up the object that's being constructed. The gauntlet has an in-built matter pipeline, from vacuum energy system to matter synthesizer to atomic forge to molecular assembler. Each layer building the next layer.
Expend a point of Battery 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 + Technology 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.
Aragon digs her fingers into her face, slicing straight down her face, as her red tattoos glow and react violently, boiling and burning her skin, her eyes glow intensely, as a laughter is heard before she is overcome with nothing but rage.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
You transform into The Berserker for 30 minutes. You have access to all of your Powers while you are The Berserker, 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 Brawn is increased by 2, your Dexterity is increased by 2, and your Charisma is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
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.
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: Ultimate bravery, Kill or be killed Why should you let THEM live? When in a position to spare or let another live, roll self control. If you fail or botch, you MUST kill them and ANYONE who tries to stop you., and THRILL SEEKER You only feel truly alive when you're chasing another thrill. When faced with the opportunity to perform an action in a more dangerous or exciting way, you must roll Self-Control to resist..
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
As the Gift takes effect, the clown's eyes appear to tear up with a dark, red fluid that trails down his face, slowly streaking his cheeks. A crimson line spreads at the corners of his mouth, curving into a wide, unnatural grin that seems to stretch and twist. His movements shift, becoming disturbingly fluid yet jerky while he breaks down in wild nearly screaming laughter, each motion carrying an unsettling, otherworldly presence. Observers feel a visceral sense of horror, a primal urge to look away, as though they're witnessing a waking nightmare brought to life.
Exert your Mind and spend one minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into Nightmare (a more evil/scarry looking Mcnugget) for 30 minutes. You have access to all of your Powers while you are Nightmare (a more evil/scarry looking Mcnugget), 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 Brawn is increased by 2, your Dexterity is increased by 2, your Charisma is increased by 2, and your Intellect is increased by 2. You do not suffer any Stress while transformed.
Your body is adapted to Instilling fear. You receive +3 dice on non-attack rolls related to Instilling fear.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
While transformed, instead of your normal clothes and equipment, you are equipped with: Daggers and clown toys also his clothing/Make up changes to red and white
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the clown covers himself with his own blood coming out of his eyes and his mouth.
Possession of this Power grants the following Battle Scar: Weak stomach.
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.
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: Nightmare.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch 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).
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 shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear 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.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
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 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.