The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Where does the mass come from? Where does it go?
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 2 and your Dexterity is increased by 2. 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.
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.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The Suea Koo (Guardian Tiger Spirits) have granted you immense physical strength; and with it--you carry out their will.
You gain the following benefits as long as you have your yantra tiger chest tattoos.
Your Brawn rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Trauma at all times: Vengeful.
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:
Leon begins to perform a series of odd hand gestures, each an occult ritual that those in the know may recognize before striking the target with his palm. Each palm strike creating a singular rune matched to a different shinto god that begins to rotate furiously as it blurs faster and faster with each strike until it forms a nine-fold circle and then plunges into the lock, which can then either be sealed, opened, or shattered by the energy within depending on the final gesture Leon executes. A palm strike to shatter, a gesture of Kai to seal, and a gesture of Mudra to open.
Leon had felt the pain of arcane bondage before. What it felt like to have your soul shackled and your body unable to listen to a single command. He had broken those shackles, mostly, and today he had learned what incredible things the universe held. How others could take your body and leave you trapped by simple bindings that one could not even see. Leon would not have this, he would not have his body, his mind shackled by these profane others who had come to make him a slave again. Never again.
So he set out and studied at every Shinto shrine he could find. From every priest, he could meet to find a solution to find a Kami that would grant him the power to shatter these seals in exchange for the incredible divine offering he had been given for his victory, and his studies came to an unfortunate realization.
No single Kami could grant the power he needed, to shatter these otherworldly things and the stone that had one yoked his soul, to seal them forever so that he would never again need to fear the shackling power of the killing stone or this new threat again he had but one offering to give, but his cause for once was just, and he went to the shrine dedicated to the pantheon of the Shinto gods. On his knees he begged as he presented the offering, knowing that it alone was not enough but that their world and so very much more was at stake, and so he implored. Their duty as Kami went beyond the petty struggle of Yokai and Kami, that they needed to unite and he would be their agent on this plane if that is what it took to recognize that the universe was more important than the squabbles of individual men and women. Divine, Yokai, or Mortal. It mattered not, they were in the face of an incredible threat. Thus, the gods listened, and they accepted. Though they demanded they each be honored with a gesture before this power was used, together they would grant him the power to shatter, seal, or open these strange things but they would need his offering in exchange. The world at stake or otherwise, bestowing a divine boon such as this without compensation would render them weaker in the coming conflict. Thus, Leon parted with the boon he received and returned to begin studying the gestures and through that study created the nine cutting fingers.
臨/Rin: Tensho Kodaijingu/ Amaterasu Omikami
兵/Pyō: Sho Hachiman Daijin
闘/Tō: Kasuga Daimyojin
者/Shā: Kamo Daimyojin
皆/Kai: Inari Daimyojin
陣/Jin: Sumiyoshi Daimyojin
列/Retsu: Tanyu Daimyojin
在/Zai: Nittenshi
前/Zen: Marishi-Ten (Marici -Skt.)
Exert your Mind and spend two Actions performing the following ritual: Performing the Nine cutting fingers gesture on the target. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets. You must actively and obviously use A ritually blessed key to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
You may Exert your Mind and spend two Actions to seal a lock or a closed door. Sealed doors / locks cannot be destroyed, removed, or operated by mundane means. When sealing a door, you may specify a passphrase which grants access.
When Zed finds themselves in times of trouble, the thought of his Mother comes to him. There will be an answer, so he let it be. Let it be, let it be, let it be, let it be. Some Whispered words of wisdom, let it be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
After extensive training and practice, Bankston has mastered the art of inflicting overwhelming pain with his lash. Each strike is potent enough to leave his targets Suffering, making it difficult for them to speak or breath. The sound of his strikes echoes like an industrial weapon designed solely for delivering excruciating pain.
You gain the following benefits as long as you are engaged in combat with Whip like weapons (Ropes, Chains, Snakes).
+2 dice to all rolls with Whip like weapons (Ropes, Chains, Snakes). You may Defend against firearm attacks from any range using Whip like weapons (Ropes, Chains, Snakes).
Possession of this Power grants the following Trauma at all times: The Crimson Curse Roll self control when a enemy is felled to not start consuming parts of them..
You also gain the following effects:
Sometimes a grave digger has to keep the restless souls and rotting corpses in the dirt. Luckily they tend to have a shovel on hand.
You gain the following benefits as long as you are engaged in combat with shovels.
+2 dice to all rolls with shovels. You may Defend against firearm attacks from any range using shovels.
You also gain the following effects:
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
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 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.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail.
This Gift's Cost is capped at 2 and cannot be increased further.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive.
You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.