The madman falls onto the ground in the fetal position, tucking his legs in and hugging himself as reality seemingly folds in on itself, taking him with it as he disappears from sight.
Exert your Mind and spend an Action.
You phase out of reality for up to 4 Rounds. During this time, you cannot affect the outside world but may take mental and self-targeting 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. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.
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.
Possession of this Power grants the following Battle Scar: Shifty Eyes - You are a freak, dude. (You suffer +1 Difficulty when socially interacting with others).
Possession of this Power grants the following Trauma at all times: Paranoia - You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to face your fear., Vengeful - An insult to or an attack on your person simply cannot be tolerated, and Schizophrenia - When confronted with symptoms such as hallucinations, delusions, disorganized thinking, or otherwise outlandish / extraordinary events; you must succeed a Self-Control roll to differentiate between your symptoms and reality, and to act in a way that is not influenced by these symptoms--If you fail, you will take atleast one course of action that you otherwise wouldn't have, as motivated by your false reality..
The Rider takes out a card from their person and yells out "HENSHIN!" As they insert the card into the slot of the Rider Belt, afterwards by adopting multiple exaggerated poses each limb of the Rider is covered by armor and accessories, once the Rider is entirely covered in armor they recite their tagline and do one final pose and their transformation is finished.
The Rider armor enhances the the user's Physical Attributes and gives them access to the rest of the Rider Gear.
Exert your Mind and spend a Quick Action.
You transform into a Sentai Ranger for 3 minutes. You have access to all of your Powers while you are a Sentai Ranger, 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 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your body is adapted to Acrobatics/Stunt work. You receive +3 dice on non-attack rolls related to Acrobatics/Stunt work.
While transformed, instead of your normal clothes and equipment, you are equipped with: The Rider Loadout
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.
Haley's form immediately morphs into the body of Whitney, a scraggly grey humanoid creature. Whitney is a quiet and skulking creature standing at only 4ft tall with elongated limbs great for clambering around stealthily. Most people will be disturbed or grossed out at Whitney's appearance.
Haley even when in the form of Whitney still possesses his memory and consciousness. He is aware he is Whitney at that moment. Whitney is just his critter's stage name.
Exert your Mind and spend an Action.
You transform into Whitney for 30 minutes. You have access to all of your Powers while you are Whitney, 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 Dexterity is increased by 1 and your Perception is increased by 1. Your Stress is reduced by 2.
Your body is adapted to Stealth. You receive +3 dice on non-attack rolls related to Stealth.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Whitney's "unconventional" figure.
A container filled with a glowing orange substance called Estus, restoring their health.
Expend a point of Battery and spend 1 minute. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Athletics at Difficulty 8.
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.
You draw forth a circle of magical energy, conjuring up a small grey creature to serve your beck and call. While mischievous, they're loyal to their master's orders, able to deal with most tasks easily enough.
Exert your Mind and spend an Action.
Summon up to 3 Sapient Small Little Imp at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
Eddie holds out a piece of cheese in his hand and the ghostly translucent form of an astral rat lycanthrope man in a prison uniform materializes from the ether, beckoned by the scent of delectable frommage.
Eddie has joined the Rat Pack in prison and now they're family. The Rat Pack has members on standby to astral project and be Eddie's assistant during his Contracts (the real person astral projecting doesn't die though).
Exert your Mind and spend an Action. You must use up Cheese in order to activate this Effect.
Summon a single Non-Sapient, Animate Astral Rat Lycanthrope 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.
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 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.
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 magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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 survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply 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 Perception + Survival 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. Your created items no longer expire, and will last until they are destroyed.