Teen Hyena Yes, the Nutella is Tactical and Necessary.

1
The power to temporarily transform into Were-Hyena.
Used by Angel Berries, Created by ProbablyASnake.
(While you are Were-Hyena, you are obviously transformed and unusual. You must actively and obviously be using up 1200 calories of food 5 minutes prior to transformation.)

Angel's body expands rapidly, starting from her lower legs to her arms to her head. Muscles becoming even more defined than they already were, growing a few inches along the way. Her eyes are now a distinctive pale yellow with dilated pupils. The hands transforms into paws as her nails grows into long, angular claws.

After Angel had an experience of attempting to drink olive oil to "bulk up" as a replacement for other sources of calories, a distinctive feeling came over her; a clear switch presented itself in her head to exchange the calories she took in exchange for temporary gains. She also discovered that the switch only presents itself after taking 1200 or more calories, the amount of calories needed by the transformed body for a dietary snack.


Exert your Mind and spend a Quick Action to activate. You must use up 1200 calories of food 5 minutes prior to transformation in order to activate this Effect.

You transform into Were-Hyena for 30 minutes. You have access to all of your Powers while you are Were-Hyena, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Attributes are the same.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).

You do not suffer any Penalty while in your Alternate Form.

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.

You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.

  • Reminder: Bonus Damage from multiple sources does not stack. Instead, the highest Bonus is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Power Gifts

Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a pair of glasses to activate this Effect. You must remain within 1000 feet of your ward to access its senses.

You place a ward,. You can hear and see through the ward as though you were standing at its location. You may have at most 3 wards active at once.

The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

  • Your ward's recording is maintained even if your Ward is destroyed.
  • Your ward cannot be used to satisfy the line of sight requirement for targeted Effects.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Harun was once one of the greatest dragons in all of Scandinavia, unique in his ability to shape any metal he wanted, not just a specific one. These times are long gone and he has to hope his chosen human vessel can help him return to former glory.

Exert your Mind and spend an Action. You must use up a pound of metal in order to activate this Effect.

Summon the one and only Sapient Harun the Spectrum at your location. They last for two hours or until they are destroyed. They are controlled by you. You may have at most one minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Bite Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 7 Body. They are roughly the size of a horse. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 35 feet per Round as Free Movement and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have human-level intelligence and can speak your language. They lack manual dexterity and cannot use equipment, Artifacts, or Consumables designed for humans.
  • Actions: Any Perception checks they make are rolled with 4 dice. Any other roll is made with 4 dice. They can lift and haul as though they have 7 Brawn. Riders' weight counts half for encumbrance.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source.
  • Unusual: Minions are obviously Alien to any observer.

You may end this Effect prematurely as a Free Action.

If killed, you cannot re-summon your minion until after your next Contract.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Take a Severity-1 Injury and spend an Action. This Effect cannot be used unless :, user must be injured, user must take at least 1 Animate being to phase out with, and at least 2 rounds need to have passed if used during combat.

You phase out of reality for up to indefinitely. 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 phase out, you may bring up to 1 additional target in arm's reach with you.

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.

You leave a mystic prism at your location.

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 Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Exert your Mind and spend an Action. Make a Trauma roll when you activate this Effect.

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.

You leave The Figure of Archibald Hood at your location.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Conditionally Costless:
If the target is partially possessed by a ghost invited by Nathan, he can instead bind his reflection to the damned, skipping the process of pulling the thread into the mirror and instead binding the two within the mirror realm.

Exert your Mind (unless the target possesses one of your Augments) and spend an Action. Select a Animate target within arm's reach. You may select a target at any range if you use up a mirror that the target actively used of the target. You must actively and obviously use a mirror to activate this Effect. The target may Resist.

Your target is marked with a very fine red thread drifting from them, dissipating into nothingness. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 8 marks active.

You receive +2 dice to any rolls made against a marked target.

This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.

Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.

  • Marked individuals satisfy the line of sight requirement for targeted Effects.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Power Gifts

Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.

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.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn the following information about the area:

  • You can tell the age of any structure or natural formation in the area. This includes trees and plants growing in the area.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.

You may lock, unlock, and/or open your target.

  • Operating some locking mechanisms through this Effect may have a secondary effect, such as a turn-key ignition on an older or cheaper car causing it to start or stop. Note that the locking mechanism itself must satisfy the standard targeting requirements (including line of sight), not just the vehicle.
  • Any mechanism that requires a key, keycard, key fob, or combination may be considered locked, at the GM's discretion. This Effect may be used on doors and containers secured with control panels or other electronic locks, but not computer security systems at large.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.