The Vermin King's body lets out a series of popping noises at it twists, folds, and contorts into the shape of a Verminous Creature.
Exert your Mind and spend one minute to activate.
You transform into A Rat until you transform into something else or choose to return to your original form. You cannot transform into a flying creature. 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.
The Imperial Raiment consisting of the signature Feathered Top Hat, Brocade Coat, & Tailored Pants of the Emperor are so Iconic, that it is virtually impossible to imagine him without them: If they are removed, they will return the moment he is unobserved.
This Effect activates whenever stripped of Imperial raiment. It does not require an Action or Exertion. This Effect cannot be used unless Unobserved.
Choose a specific type of Imperial Raiment 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 Charisma + Performance to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
Austin has spent enough time digging through laundry piles to be able to find what he desires easily. Never one to forget the smell of a foot Austin is able to track even the faintest scents and burn them to his memory.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
Over the course of the day, Liv directs all of the targeted to share the memories of the trauma they want to heal. In this time, she sets up an elaborate summoning circle.
If at the end of the day, Liv has setup correctly (critical fail check) then they can summon forth and command (Charisma + Occult) a powerful demon of fear and nightmares to consume the trauma which the targets have.
This creature itself is horrifying, feeling deeply wrong. Looking directly at it causes any who do to be momentarily in a nightmare, watching the memories of others who this monster has eaten the trauma of before. They get the correct understanding that feeding it these traumatic moments is giving it more power.
This is the First of Liv's planned grand rituals. It involves summoning and using the effects of a very powerful demon in a ritual to create a beneficial effect.
Those who wish to benefit must make a trauma roll due to the nature of the powerful demon being summoned draining away the emotions from their traumatic experience.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Occult at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see This creature itself is horrifying, giving an impression of pure malice and cruelty to any that glimpse it. Looking directly at it causes any who do to be momentarily in a nightmare, watching the memories of others who this monster has eaten the trauma of before. They get the correct understanding that feeding it these traumatic moments is giving it more power, and that you know this.
It presses a few keys on its control panel before it vanishes
You gain the following benefits at all times. You must actively and obviously be using Yautja control Panel to gain the benefits of this Effect.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
Possession of this Power grants the following Battle Scar: I am one ugly mf (same system as the "Ugly Liability".
Edward craves the ability to communicate and understand others. The Freedom that comes with expressing your opinions and listening to the ideas to others is something that does not come naturally to him. He is Amending that flaw, making him more Free to express himself.
You gain the following benefits as long as you are not restrained, grappled, imprisoned, or trapped.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
Possession of this Power grants the following Battle Scar: Mouth filled with a full set of human teeth.
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 roadie at your location. They will 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 1 minion active at a time.
You may only use this Effect once per day.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
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).
You also gain the following effects:
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 45 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.