The werewitch lets out a guttural growl as she suddenly bulks up to the size of a certain green superhero.
Exert your Mind and spend a Quick Action.
You transform into a comically muscular old lady (7ft 2in, 800lbs) for 3 minutes. You have access to all of your Powers while you are a comically muscular old lady (7ft 2in, 800lbs), 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. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Come, Deary! - You have supernaturally strong grandmotherly instincts. (Whenever you would be talking with a young person or especially a child, roll Self-Control not to be forced to spoil them and treat them like a beloved grandchild).
the body changes bursting from the inside out or so it seems as he becomes a big ol Muscle bound mix between a werewolf and a kitsune with 2 tail
Exert your Mind (unless at 4 body or less) and spend an Action.
You transform into Lytsune for 3 minutes. You have access to all of your Powers while you are Lytsune, 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 Dexterity is increased by 1. 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 Seemingly burst out of my skin.
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.
You may only use this Effect once per day.
Remus lay unresponsive on the floor; enshrouded in a cloud of psychoactive gas, his trusty oversized cross laying besides him as always. In spite of his condition, some semblance of a sentence managed to slur its way out of his unconscious lips.
"...Goddamnit, gotta get back to the fuggin' job-"
Still fully unconscious, one hand reached over in a slow and practised movement that had by now reached some sort of muscle memory: hefting up the large cross and slapping himself harshly across the side of the face with the enormous thing.
Bringing him back to the land of the living.
Expend a point of Battery 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.
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Exert your Mind (unless you win a coin flip) and spend an Action or Reaction.
You phase out of reality for 1 Round. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
Grace moves like a shark in the water, allowing her to slip through crowds, liquids, and tight spaces with natural ease. When it comes to vertical surfaces, Grace is able to glide as if pulled into an invisible current-- carefully maintaining balance through channeling these hydrodynamic principles and her own extraordinary awareness.
Exert your Mind and spend two Actions performing the following ritual: guttural growls and feral tremors as Grace consumes the blood. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The user employs their Qi in a defensive way to prepare against any attack.
Exert your Mind and spend an Action. Roll Perception + Alertness at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
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 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.
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 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 cannot alter the appearance of your flesh and blood.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend one minute. You must actively and obviously use a cell phone to activate this Effect.
Summon a single goon at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
You may only use this Effect once per day.