The user takes the device composed of 4 separate Large werewolf K9s connected to a small computer, and plunges the teeth rapidity into the skin of their target following the instructions on the small hand held to micro-inflecting the target with lycanthropy to induce a complete body restructure. this process is excruciatingly painful and straining as the body is forcefully contorted and bones are snapped into place. the target suffers feverous hallucinations of a full blood moon, as they fight back the urge to hunt.
Exert your Mind and spend a minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 may directly mimic the appearance of a specific individual. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. 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 may Exert your Mind and spend a minute to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.
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.
Rico forces his body to shift and adjust itself into a different form. During this process he consumes flesh to fuel his transformation and his flesh, bones, and skin squirm around like worms, altering and changing with nigh-silent yet repulsive sounds.
Spend 2 Actions. You must use up flesh in order 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see flesh, bones, and skin squirm around like worms, altering and changing with nigh-silent yet repulsive sounds.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
Invoking his oath, Alan undergoes a flashy transformation sequence to become the superhero, Paragon. In this form, Alan's body is completely replaced by the Paragon's signature costume, a suit of white armor with a billowing blue cape and emblem of peace emblazoned on their chest. They appear like an fictional character brought to life, moving as if animated between frames and possessing pure white eyes that change size with their expression.
Exert your Mind (unless you are in a major metropolitan area) and spend two Actions performing the following ritual: flashy transformation sequence. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into an animated superhero for 3 hours. You have access to all of your Powers while you are an animated superhero, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 2 and your Charisma is increased by 2. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: Paragon Superhero Gear
Possession of this Power grants the following Battle Scar: Zero To Hero: Your physical prowess only functions within the body of your superhero identity. When you are outside of your Alternate Form, your Strength and Dexterity attributes are set to a 1.
Possession of this Power grants the following Trauma at all times: Main Character Syndrome: You're the protagonist of the story, destined to save all the side characters you are superior to. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion and With Great Responsibility: You are compelled to follow your morals. Whenever you are faced with the opportunity to save a life or enact justice, you must succeed a Self-Control roll to resist the urge.
Victims of viral lycanthropy are known to transform into a monstrous liminal form in situations of high stress or danger. In this form, they are impulsive and act more on instinct than intellect, fleeing or fighting until they eventually revert back to their human form.
I turn into a humanoid green turtle
Exert your Mind and spend a Quick Action.
You transform into Were-turtle for 3 minutes. You have access to all of your Powers while you are Were-turtle, 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 alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Possession of this Power grants the following Trauma at all times: Roll Self-Control not to enter Liminal Form at the start of Combat. Whenever you fail any Trauma or Self-Control roll, you must immediately transform into your Liminal form.
Phil consumes a target and is able to physically disguise as the person he eats.
Exert your Mind and spend a minute. This Effect cannot be used unless you can only disguise as someone who you have consumed. You must use up human flesh in order to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 may directly mimic the appearance of a specific individual. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Phil is literally consuming human flesh and turning it into plant food.
The leftovers from the lemonade sales are extra sweet, almost sickeningly sweet. The jug has sat there in the sun festering and growing in potency and Rudy is in charge of taking up the leftovers, let's not be wasteful now.
The sheer amount of sugar at the bottom has caused the leftovers to spike you up and sink down into a new low.
The cans are wrapped with crude crayon drawing of a large home and several children surrounding a large dude.
Use up this A metal vial filled with lemonade and spend 1 minute.
You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
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 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 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.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. 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.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.