Inkz can make anything now into the perfect canvas for his art. Regardless of where he is he can make it the best canvas for this specific environment.
Exert your Mind (unless Being Used on someone other then yourself) and spend one minute. This Effect cannot be used unless To Be Targeted by this power the target must have a magic tattoo on it.
You transform into any large or giant animal 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. 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.
Instead of transforming yourself, you may choose to target another Living being. The target may easily Resist.
While transformed, you may speak and use any Influence or Communication Powers you posses.
Humans are intended to be persistence hunters, capable of chasing prey for extended periods of time despite their relatively slow speed. As a result of his ongoing transformation into a Yokai, Goro's muscle groups have become horribly altered, now capable of propelling him far further than your average human.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
Sir Seymore Alonso is fastidious in the maintenance of his equipment. How can a knight be seen with a slovenly appearance? His sword must be sharp and well-kept, and his armor and shield shine so cleanly that the sun gleams off their surface, and be polished enough that you could nearly see your face in them.
When Seymore polishes his equipment and utters prayer to the Lord for their reliability, they take on incredible qualities. A shield or armor feels lighter, and a sword becomes impossibly sharp. The Lord would never allow the equipment of one of His faithful champions to fail him.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a non-Alien trappings of a knight (melee armaments and metal armor) within arm's reach. You must actively and obviously use polishing rag to activate this Effect. Can be used on Armor.
Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed. Upgraded Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up , and any armor penalty it causes is reduced by 1. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
Upgraded items have half their normal weight, for the purposes of encumbrance.
Possession of this Power grants the following Trauma at all times: Delusion that you are a knight-errant facing a series of quests. You must insist that other contractors are your fellow knights or your squires, and you must introduce yourself as Sir Seymore Alonso, must give your name if asked, and cannot willingly conceal this identity.
Jack holsters his weapon and releases the power stops on his leg cybernetics. He makes two kicks to the opponent’s head or body. If they both land, the opponent’s armor will malfunction. A lesser version of this attack can be used in a defense to disarm the opponent. In either case, Jack becomes easier to hit, as he cannot move for a few seconds after performing this attack.
The way it works is
1. Holster weapon
2. Move to opponent, make attack roll
3. Make second attack roll
4. If one of these misses, suffer drawback of no movement and no positive benefit
5. If both of these hit, suffer drawback of no movement, but choose between if you want to disarm the opponent or reduce their armor value by 2.
Read “disarm” rules for how that works
You gain the following benefits as long as no weapons are held, your next 2 turns must be spent making an attack action with your legs, After the second attack is completed, lose all movement until the end of the next turn, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
When he is trying to find new villains to beat up and prove that he is a true hero some heroes have to do some bad things to stop the overall evil. When he uses this power his eyes glow red and he smirks very suspiciously. He gets the intuition that the target is going to do something so heinous that only he can stop it!
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is His eyes glow gold and he gets a very suspicious smirk on his face. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Gunnar places his hand on the ground or walls and declares the area his domain. He lets the dragon's mind fuse with his own, their sight overlapping and tracking any sign of either living subjects under his rule or alien energies intruding on his territory.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Perception + Occult at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about the area:
You may only use this Effect once per day.
You cannot investigate the same area more than once per day.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply 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 Perception + Survival 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. Your created items no longer expire, and will last until they are destroyed.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
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 mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.