When the Artifact owner decides to embody their grief, they and everything that was equipped by them - except for the Artifact itself - suddenly turns to water, which naturally splashes to the ground. The Artifact falls down as well, always landing in at least some of the water created by this. Slowly, the water begins to pull itself towards the Artifact, the gemstone eye of which had started to glow with increasing brightness, and soon even the water itself lights up with a cyan shimmer as if filled with bioluminescent algae. The longer the Artifact has been accumulating this phantasmal glow-water, the greater its shimmer becomes, and the more the Artifact's undulations quicken.
Eventually, the Artifact owner and the Artifact itself complete their merger. The result is an otherworldly, ephemeral centipede the size of a scarf, wearing the now-enlarged, dark purple-brown Artifact as its exoskeleton and having equally-dark gray metallic mandibles, legs and antennae made up of the cyan phosphorescent water which was finally collected fully, and a mint-colored, glowing, lantern-esque eye. The main body of it is covered by a thin film of glow-water as well.
When returning back to human form, the Artifact portion of the creature simply coils up and begins to gradually shrink, while the water loses all glow and collapses. The latter progressively coalesces over time, loosely forming the Artifact owner in their fetal position, equipped with everything they were equipped with originally. Then, the shrunken Artifact uncoils and swims through the watery figure, ending up curled around the left hand's ring finger. As it locks into place, a glowing wave spreads from that point all across the figure's surface and reverts all the water back into its original materials.
If anything attempts to interrupt either transformation before it finishes, the waters involved in it lash out at the target with shining, piercing stabs.
The Artifact owner remains transformed even beyond this Effect's duration, reverting only when they elect to end the Effect manually as a Free Action. Instead, this Effect's duration simply dictates how long the Artifact owner is able use to their Active, Targeted, and Trap Powers while transformed. To regain access to the usage of the aforementioned Power types, the Effect must be reactivated.
Exert your Mind (unless you win a coin flip) and spend an Action.
You transform into an abyssal centipede for 30 minutes. You have access to all of your Powers while you are an abyssal centipede, 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 Perception is increased by 2. You do not suffer any Stress while transformed.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a growing, undulating, supernatural centipede.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Whispering Waves. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Minerva spreads her hands (to stash) or puts them together (to unstash) and then, in a gesture.. the object vanishes, or appears, drawn from her castle in the Dreamlands.
Reaching into the Dreamlands when awake was always an unpleasant event, but she's able to push though it. Normally. It's an exhausting event, though.
Spend two Actions performing the following ritual: slowly spreading or closing one's hands together, hiding or revealing it from sight. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
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 any targets in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 3 things at a time.
Animate targets may Resist being stashed.
Rollie can now roll around at incredible speeds, even accelerating up to speeds higher than the average human limit.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 100 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 100 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
Autumn swiftly twists and flicks her wrist, sending twenty needles flying out of her wrist bracelet, masterfully catching them she proceeds to effortlessly twirl them between her thin elegant fingers while her lively eyes scan the immediate surroundings for any incoming blows, as soon as a strike is made she sends a needle flying towards it, hitting it at just the right angle to change the blow's trajectory allowing her to gracefully flutter out of the way.
"Don't wait for an opening, create it yourself - even a small deviation is enough to throw a wrench into most plans, especially when the plan is to strike an already moving target which is quite frankly rather rude to begin with."
Exert your Mind and spend an Action or Reaction. You must use up a bandolier worth of needles in order to activate this Effect. Roll Dexterity + Athletics at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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.
Throwing down the pad causes black fleshy tendrils to wriggle up and form a mass of flesh in the shape of a turret, shooting out a green gooey substance that is seemingly acidic.
Mixing medical science with eldritch knowledge, Lewis discovered a way to create a new form of life that seemingly subsists off a host and defends them against harm. It doesn't seem possible to improve these creatures with such little experience creating them but they serve useful nonetheless.
Use up this fleshy pad (unless you succeed on 1d10, Difficulty 7) and spend an Action.
Summon up to 3 Non-Sapient, Animate sentry turret at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give.
Cadbury's injuries heal, thanks to Cadbury's Aura
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
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 units of water 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.
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 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 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 aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.