Jira Mimus One

3
Requires Seasoned
The power to transform into a non-humanoid creature.
Used by Haley Mimus, Created by GreyCrownedKi.
(Your transition from one form to the next is obvious to all observers. While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you. )

Haley's form quickly morphs into the massive 10 meter tall form of Jira, a truly enormous theropod-like monster. With an upright stance and a long powerful tail dragging along the ground matching monsters of pop-culture. Jira is built for destruction in bulk, not so much for dexterity or precision. The large stride of Jira allows him to move faster than Haley, but not by much (30 Feet of Free Movement).

Body: 11
Brawn: 9
Dexterity: 1
Fall damage increased by 4
Armor: 3
Attack by rolling Body, dealing +1 Damage.
30 feet of Free Movement


Exert your Mind and spend an Action.

You transform into Jira 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), but you can use 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.

While transformed, you may speak and use any Influence or Communication Powers you posses.

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.

  • Creature Stats
    • Giant (elephant or larger) Body: 11. Brawn: 9. Dexterity 1. Fall damage increased by 4. Armor: 3
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.

Community Power Gifts

You gain the following benefits as long as you are in your domain.

You are permanently and visibly transformed: Black eyes which match the void, skin takes on a shadowy, ethereal quality, arms covered by shadowy tendrils. You are considered to be a Sapient, Living being when targeted..

While in your domain, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

You may make a +2 Weapon Damage shadow tendrils (javelin) attack without additional equipment.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action or Reaction. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Technology at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 6 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Tiny bugs burrowing into skin and eating flesh..

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

You gain the following benefits as long as you have your Third Eye on the back of Ramsey’s head.

Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.

  • If your Third Eye on the back of Ramsey’s head is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind (unless you win a coin flip) and spend an Action to activate. You must use up Acupuncture Needles in order to activate this Effect.

Your Body Penalty is reduced to 0. Lasts for one hour. Does not reduce Mind Penalty.

You may move at your normal speed and still maintain Concentration.

Stock Power Gifts

You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Armored Fist: You cannot take Damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.
  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless the target is listening and you are speaking to multiple people.

You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.

The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

This Gift's Cost is capped at 2 and cannot be increased further.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. All Sapient, Living targets within 50 feet who can perceive you through sight are affected. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.

If you succeed, the targets will keep their full attention focused on you for contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through sight for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or violence occurs nearby.

This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.

Injuries you receive from silver or fire. are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.