First he shoves up a amount of tabbaco on artifact,he takes a breath in.
And the let the smoke out.
In a blink of an eye he makes an all out sprint and before the smoke has chance to fade away,he is already miles away.
Exert your Mind (unless you win a coin flip) and spend an Action. This Effect cannot be used unless it will only activate if someone is suffer a major wound or severity.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
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.
Ellis has his own personal realm of holding in which he can store explosives for future use.
In order to store a bomb, Ellis must first have performed the Ritual of Bomb Bonding with this particular explosive. This ritual lasts three minutes, and involves a complex geometric dance. During the ritual, the bomb will detonate and then immediately piece itself back together several times, imbuing a small fragment of Ellis' soul within it. No damage will be dealt to anything, but anything within a 3 meter radius that is flammable might appear slightly singed. Once a bomb is Bonded, it will remain that way until it is destroyed.
To store the bomb, Ellis places his hand on top of the Bonded explosive, upon which the explosive appears to detonate in a small area covering his hand. Re-summoning a bomb looks as if another small explosion occurred but in reverse.
Spend a Quick Action. This Effect cannot be used unless the bomb being stored has undergone the Ritual of Bomb Bonding.
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 bombs in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 35 of them at a time.
You may choose to equip any equipment you withdraw at no additional cost.
He takes all the damage head on and turns the tables in the matter of seconds. He's not afraid of any little bullets, he's more afraid of the infant growing up to become a villain he might have to one day take down. So he decides to show that even normal people can fight back!
Exert your Mind and spend an Action.
Your Stress from Injuries is reduced to 0. Lasts three hours. Does not reduce Stress from Mind Damage.
Stress from Injuries acts as a dice bonus instead of penalty.
As he sits next to his patient, he gets his doctor's bag prepared. He pulls out some mundane items, bandages, skin glue, and some other items. As he works, his hands glow a greenish gold, healing over wounds.
Exert your Mind and spend 1 minute to activate. You must actively and obviously use Doctor's Bag to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine 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.
Denny puts his sunglasses on and turns green almost glowing almost… Transparent?
Exert your Mind (unless you win a coin flip) and spend an Action. You must actively and obviously use Sunglasses to activate this Effect.
You transform into Ghostly Apparition for the next hour. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
At random, sporadic intervals, without either rhyme or reason, the gift user inevitably comes across yet more alternate versions of themselves from different, unknown timelines. Some of these alternate selves may be very similar to the gift user - they might wear similar clothes, and have similar mannerisms and beliefs - however some can instead be wildly different depending on the lives they have led, and the timelines they have came from. Likewise, their goals can differ too: even though most of the gift user's alternate selves are likely to be at least somewhat aligned with them, and thus willing to lend their assistance, there is also the rare chance for encountering alternate selves that are downright hostile, potentially even to a homicidal extent.
The actual process of an alternate self getting summoned through time often happens beyond the gift user's sight: in a different room, behind a corner, or somewhere else of that sort. Other times, the temporary guest's appearance may be noticed immediately, such as when they show up sitting in an unoccupied chair or standing right next to another person. No matter the level of conspicuousness, though, all of these summonings always have a single common element that remains unchanged - they begin with the trickling in of tiny grains of carmine sand. At first, there's barely any; then, the streams gradually grow, seemingly coming from nowhere; and, finally, with the rough shape of a person formed, the alternate self gets revealed while the sand is blown away into nothingness.
The weaponry of each alternate self that is summoned by this Effect is determined by the rules detailed in the Extended Description.
Each time an alternate self is summoned via this gift, a D20 is rolled to determine what class of weapons - if any - that alternate self comes equipped with.
Possible outcomes:
✦ 1 ⟶ Nothing
✦ 2 ⟶ Club
✦ 3 ⟶ Improvised Thrown Weapon
✦ 4 ⟶ Knife/Dagger
✦ 5 ⟶ Rope Dart
✦ 6 ⟶ Throwing Knife/Shuriken
✦ 7 ⟶ Rapier
✦ 8 ⟶ Throwing Axe/Javelin
✦ 9 ⟶ Handheld Stun Gun
✦ 10 ⇾ Bow
✦ 11 ⇾ Ranged Stun Gun
✦ 12 ⇾ Crossbow
✦ 13 ⇾ Small IED
✦ 14 ⇾ Handgun
✦ 15 ⇾ Grenade
✦ 16 ⇾ Shotgun
✦ 17 ⇾ Sword/Axe
✦ 18 ⇾ Rifle
✦ 19 ⇾ Greatsword/Giant Axe
✦ 20 ⇾ Heavy Sniper Rifle
This Effect activates whenever someone uses their Will to Survive. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you instead witness the appearance of an alternate self that is openly hostile to you, your allies and your goals. Unlike non-hostile alternate selves, hostile ones may refuse to follow any commands you give and cannot be ended prematurely at will.
Summon up to 3 Sapient alternate selves - but only a single one per activation of this Effect - 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. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: Temporal Commitment.
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.
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 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 Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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 a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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 Battle Scar: A disfigured face with bat-like ears.
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.