It's been so long since Mothman has socialized with real people- he feels better the further he is from their culture.
As he distants himself, he found he was dreaming of turning into a powder that coalesces into animals, running around at night. It was weeks before he figured out they weren't entirely dreams.
Exert your Mind and spend a Quick Action.
You transform into Moth 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), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive 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.
Possession of this Power grants the following Trauma at all times: Attraction to bright lights (Roll mind to not be distracted by light sources, -2 to perception rolls when in a place with lots of light-based distractions (ie, a casino).
The Tillinghast Resonator can warp space around the wielder, although doing so breaches so-called "Tillinghast Space" allowing creatures that move freely in alternate dimensions to be seen, & in some cases, see us. The field of warping, shifting reality will protect the wielder from harm, & the creatures from beyond may attack those who interact with the area of warped space - often in a violent manner.
Project Note: We are ready for the final test! We acquired rifles to test the event horizon of the Tillinghast Field! Not a moment to soon, as Sara has become all but useless now, a gibbering wreck. No matter - once they see the T-Field eat a hail of bullets fired at a helpless girl, they will be unable to doubt our brilliance!
Expend a point of Battery and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect. Roll Intellect + Science at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. 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.
Any target that is or was under the protection of your Barrier in a given Round cannot take an Injury greater than Severity 6 that Round.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a field of corsucating energy engulf the wielder, in which alien creatures swim through alternate paralell dimensions.
Johnny Rook turns into Johnny Rooks, the size of the bazaar is determined by the size of the inconvenience.
Exert your Mind (unless Minor inconvenience) and spend an Action.
You transform into Many more birds for the next day. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that a rodent could fit through. You may fly at your standard movement speed.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1.
You cannot communicate while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.
You have access to your Powers while transformed.
You may use equipment while transformed.
In what seems like something out of Lovecraft novel. Kaido's body deforms in a way that would make people not be able to sleep at night. People who have seen it describe it as if there eye pupils were splitting in half.
Exert your Mind and spend an Action to activate.
You phase out of reality for up to 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 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 the user begin to deform in an eldritch manner.
The Assimilator opens their mouth in a silent scream, their body undulating and shuddering, morphing to match the desired form.
Exert your Mind and spend 2 Actions. This Effect cannot be used unless you are possessing a host.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 may directly mimic the appearance of a specific individual. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your flesh and skin split apart before mixing and slapping back together as a different person.
Possession of this Power grants the following Battle Scar: Bane: Fire - You are weak to a specific material or type of attack. (All Damage you take from [Fire] is increased by 1 and ignores any non-material Armor you may have.).
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: Alien Isolation - Paranoia.
Jacob typically does not receive his memories like this. Typically just fleeting scenes and sounds. But this time with that tap on his forehead his mind opened. He was then gifted with his previous's lifes skills. He was an Axis powers engineer who beleived machines was the path to ending reincarnation. Using simple items he could create functional replacements in wartimes. For example with a dead battery a small bit of wire and a stick he could crafted a functional taser.
Exert your Mind and spend 1 minute. You must use up 3 different objects in order to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
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 Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
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 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.
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 aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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 Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.