When this effect occurs, Edgar undergoes a dramatic transformation, a period of rampant mutation from the multiple monstrous forces contained within his body - his talons lengthen, dripping with steaming, heated blood - his flesh writhes obscenely, as if dozens of steel cables pulsed & moved below his rugose flesh while his lolling tongue will often split like a flower, either into multiple tendrils or multiple eyestalks - perhaps most disturbing of all, his eyes swell & then burst - leaving gaping holes filled with a guttering orange flame. While under these episodes, the alien flesh of the Provider instantly regenerates any lost flesh, up to & including lost limbs - these mutations are imperfect however, often being formed of squamous flesh studded with the screaming faces of people the Ghoul has consumed - this flesh will swiftly become unstable, tearing itself away & crawling off to die (hopefully...) when the episode ends.
Augments during Mutation Episode
-Death Chisels (Maws & Claws, Aquatic Adaptation)
-No Escape (+15 Movement, Pouch)
-Blind
Exert your Mind and spend an Action.
You transform into a hulking mutant Ghoul for 3 minutes. You have access to all of your Powers while you are a hulking mutant Ghoul, 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 Attributes are the same. You do not suffer any Stress while transformed.
If you take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into a pulsating mound of flesh composed of the screaming corpses of all those the Ghoul has consumed. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends. Cooldown 1 day.
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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Rampant Mutation.
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.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Effect: Maws and Claws - Your unarmed attacks do +2 Weapon Damage instead of -1
The package Vanessa received at first looked to be a normal pair of gloves. As she put it on though, she could feel something slipping under her skin and into her arms. It was painful and uncomfortable, but it didn't look bad when it finished taking over her. When the pain was gone, the glove seemed to blend in with her skin to the point where she couldn't even pull it off. Her arm definitely felt different though.
Though visually everything looked fine, feeling her arms would reveal that their insides felt much thicker and harder than bones should feel.
Exert your Mind and spend eight hours. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Nickolai uses all of his might to smash his fists together, with enough force to send a shock wave traveling throughout his entire body, hurting him in the process.
As his monstrous metallic arms make contact with one another, a cacophonous screech of metal fills the room, followed by a mighty roar coming from Nickolai himself, the roar is that of an furious bear. NIckolai puts all of his willpower into that singular roar, as his vision goes red and he gets filled with rage fueled by, in no small amount the pain coursing through his body.
Following the first roar, another one resounds as if in response, directly behind the target of Nickolai's ire, as a giant semi transparent brown bear comes out of thin air, restraining the target.
Exert your Mind and spend an Action to activate. Select a target within 20 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Brawn + Animals at Difficulty 6. The target] may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
Three’s bacteria is capable of effecting brain function of a creature, making the creature follow their commands.
Exert your Mind and spend an Action. Select a Creature within arm's reach.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
Sluggish swings at an individual, with unpredictable and unsteady movements before connecting.
You gain the following benefits as long as piss drunk 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:
Charlotte has large eyes which often makes her look like a cute baby deer. With a pout, sniffle, or smile, she often gets her way.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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:
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.