Blessed by the Yaksha; you call apon it's power & transform into a magnificient divine general the likes of which rarely grace this plane.
Good luck to whoever's fighting you.
Exert your Mind and spend a Quick Action.
You transform into Yaksha; Giant version of myself. for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), but you can use your Powers. The equipment you are wearing does not transform 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.
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
You may only use this Effect once per day.
As Bill works out in his garage, he starts to distil liquor through all of the pipes and other things he found around the town. He mixes half dead fish with other non-viable items that really shouldn't make a drink.
As Bill pulls out an empty thing of Fireball, he proceeds to swirl the bottle with an oddly green liquid.
Use up this Alcohol and spend 15 minutes. Roll 7 dice at Difficulty 6, dice penalties do not apply.
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.
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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.
While active, those close by may hear the whispered voices of the dead who were consumed. These voices become increasingly incomprehensible as the duration elapses, until vanishing entirely near the end.
Ghouls feed not only on the flesh of the dead, but the lingering life force as well. By feeding on this life force they increase their already significant resistance to injury.
Exert your Mind (unless he eats a human liver) and spend an Action. You must use up Corpse Flesh in order to activate this Effect. Roll Brawn + Occult at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 6 Damage up to a maximum of half the total damage from a given attack, the rest of which penetrates through to it’s target. 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.
In a flash of bright white light, Chamael's wings regrow in the course of a second, billowing with pearly white feathers, and his body transforms with them into a glimpse of his true form- a 7ft Archangel bathed in light, with 12 ft open wingspan, (The Archangel Chamael) This power is temporary, and he relives his traumatic punishment when the power wears off- as his wings incinerate away, leaving bloody stumps. He reels from the loss, but has become accustomed to it- no longer rolling trauma every time.
Exert your Mind and spend a Quick Action.
You transform into a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction for 3 minutes. You have access to all of your Powers while you are a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction, 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 1. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: Archangel blade longsword, Silver version of leather armor (with the same armor rating 2), 3 clay pots of holy oil, 1 clay pot of holy water
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
When activated, the user is engulfed within a pool of shadows and sinks into the floor completely disappearing.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless Charisma + Influence. Difficulty 6 and in contact with a shadow.. Make a Trauma roll when you activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world (other than non-combat Actions using your hands, at +2 Difficulty) or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. Nothing can interact with you in any way.
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.
You leave a pool of shadows at your location.
You may only use this Effect once per day.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any 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.
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 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
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.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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.