A small energy drink, suitable for ages 18+. DO NOT GIVE TO INFANTS
Use up this energy drink and spend an Action.
You transform into Hot blooded, sweaty, bulky man for 3 minutes. You have access to all of your Powers while you are Hot blooded, sweaty, bulky man, 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. You do not suffer any Stress while transformed.
Having brokered a deal for the finest ingredients in the world Louis is no longer content with anything other than the very best, and has begun development of a storage method to ensure that he will keep even the most mystical of ingredients in pristine conditions.
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 Supernatural 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.
A small cowrie shell pendant appears on the bracelet, which glows while the barrier is up.
Joe takes a meditative pose and takes a deep breath, during which he establishes his inner peace and then wills it to supernaturally manifest. A nearly invisible spherical barrier appears around him and his friends. The barrier ripples with soft light (like under sunshine through water) when touched by anything, and it splashes and cracks when damaged.
While dangers, chaos, and bad weather are all a part of life, Joe's inner peace is available to all who are (literally) within his inner circle.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless you take no Quick Actions, Free Actions, nor speak while the barrier is up. Roll Intellect + Influence at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact 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.
A swirling multicolored potion. On drinking the potion surrounds your tongue and shifts it to one not your own for the duration. You can the ability to converse with any around, as your tongue naturally shifts to the appropriate variant.
This potion is made by infusing the concepts of multiple languages and communication barriers into a liquid form.
It involves:
- multiple language references
- food and drink from a variety of different cultures, using different languages on the containers
- various books written in different languages
- chanting in different and swapping languages (small bits)
Use up this potion and spend an Action.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.
A tragedy unbespoken, sound of steel crashing steel followed by the shrieking hymn of burning rubber on pavement. Five people . Scattered and broken like glass, a mother clutching her cub, stabbed through by a branch from a lone tree, the cub sound asleep breathless it's head craned backwards hanging by a strecth of skin from . The father, bent on the board,his head resting in a crimson pool of his own blanket by shards scattered and struck. In the other vehicle, a man in the back sits exasperated, eyes dilated, head bleeding and skin torn from flying glass. He peers to the front seat and saw his driver was gone. Outside a blackened sillhoutte walks to the backseat, opens the door on his passenger's side. Now basked in moonlight the passenger see's in blurred lenses the face of his driver. Eyes darting everywhere the passenger catches glimpses of the drivers wounds, his face, the lacerations all closed harmoniously as shards big and small fall from the closing wounds glittering in the moonlight like diamonds then darkness.
Exert your Mind and spend 1 minute. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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 user simply sees their vision shift to become a bit blurrier, if bloodshot. The rest of the world sees their body fold in from the center, stretches of flesh, sinew, and bone ripping the body into an invisible point before disappearing entirely. Standing directly near the point of disappearance will occasionally result in hearing otherworldly mutters, moans, and flesh contorting.
Exert your Mind and spend an Action.
You phase out of reality for up to 4 Rounds. During this time, you cannot affect the outside world or take any Actions. You cannot move. 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see body folding in on itself with a ringing sound of flesh squelching and bones snapping.
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 Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
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.
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.
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: 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 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.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.