A crude acid-battery powered mechanical frame made of copper, bronze and iron. It's a rather crude design that cranks and squeaks upon operation, although it is well equipped with the necessary self-defense and mobility tools. It's current set is loaded with a:
- Burst Pellet Musket
- Grappling Hook
- Additional Mobility extension
With more iterations to come on it's way.
Expend a point of Battery and spend two Actions performing the following ritual: Setting the gears and turning the keys to the correct orientations to allow the batteries to make a connection. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Shotgun.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
You may only use this Effect once per day.
Your Extra Appendage is incapable of fine object manipulation.
Exert your Mind (unless you win a coin flip) and spend an Action. You must use up ectoplasm in order to activate this Effect. 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.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
If you perform an all-out Sprint while this Effect is active, all Attacks targeting you suffer -3 dice for the next Round.
You may only use this Effect once per day.
Your body changes into a more monstrous form, your limbs growing longer, your teeth becoming sharper and your body becoming a more effective vessel for hunting
Exert your Mind and spend an Action.
You transform into a monster for 30 minutes. You have access to all of your Powers while you are a monster, 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 3 and your Perception is increased by 2. You do not suffer any Stress while transformed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the way your body twists and contorts to handle your new strength providing a rather disturbing display that makes you seem monstrous in a way that no one can ever see you as human again.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Flex and fight through, feel the burn!
Exert your Mind (unless you win a coin flip) and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Masochism.
The light around Simon is quickly enveloped, distorting and bending around him like a black hole. For a second, he leaves a silhouette - the next, he's gone.
And now, he's back - the same effect happens in reverse.
Simon enters the spirit realm, an act that he finds disturbing. Simon is, also, haunted by Kelpies. This guy is fucking surrounded by Kelpies. Darkstep is, inevitably, a very harrowing power for Simon to use.
The name is a No More Heroes reference. Blueberry Cheesecake Brownie, Strawberry on the Shortcake, ect ect.
Exert your Mind and spend an Action.
You phase out of reality for 4 Rounds. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When he crushes the gingerbread cookie, three wisps one red, one blue and one green come flying out of it and land on the ground and they begin to grow as three knights appear each having different color, eyes and decorated in different candies, like mints and gum drops covered in gingerbread armor
Use up this gingerbread man cookie and spend an Action.
Summon up to 3 Sapient Gingerbread knight 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.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
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 must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. 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.
You cannot alter the appearance of your flesh and blood.
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).
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 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 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.