Dr. Stanley is a very smart man and he will make sure you know it.
You gain the following benefits as long as you have your Rite in the Rain.
Your Intellect rating is increased by. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
When Brody swings his board to the air, sand or water comes flying out, shaping into whatever he wants; whether it is a long stretch of sand like a bridge, or water to swim in.
Exert your Mind and spend an Action. Select a Location within arm's reach. You must actively and obviously use Surfboard to activate this Effect.
Select one of the following alterations to create out of sand and water originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Len aims down her sights. Mist flows from her scythe, and up around her face. In it's coin form, Len flicks the coin around in her fingers. Mist flows from where it moves up her arm and to her face.
Len looks and can see living things glowing brightly in her field of vision, illuminating themselves, and the area immediately around them. (Mechanically a more specialized thermal)
You gain the following benefits at all times. You must actively and obviously be using A Sycthe firearm or coin (Crafted gun artifact) to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Henry's ferret form provides him with just a little bit of leeway on being attacked - He's able, like the mustelid he transforms into, to just wiggle himself a LITTLE to the side, to simply not be hit. However, once he starts dodging, it's easier to keep going than stop, so he ends up jumping around the battlefield, and inadvertently smacking about his opponents. A pair of furry brown little ears and a tail sprout from him when this happens, a small nod to where this ability comes from.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. 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.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
A master artisan should not only demonstrate a broad knowledge of their creations, but a keen mastery with them as well. Bryan possesses a sharp awareness of the quality, properties, and structure of any blade he crafts, allowing him to take advantage of their strengths and use them to their fullest capacity.
You gain the following benefits as long as you are engaged in combat with blades you have created.
+2 dice to all rolls with blades you have created. You may Defend against firearm attacks from any range using blades you have created.
You also gain the following effects:
As the change overtakes him, Norman is instantly engulfed in a violent flash of blood-red flame, the searing light swallowing his human form in less than a heartbeat. With a guttural, agonized scream that twists the soul, his already imposing figure contorts and swells in a blur of impossible speed. Where Norman once stood, an abomination towers—a nightmarish, eldritch beast over nine feet tall. Its hide is covered with thick fur; a swirling, reddish-brown coat constantly rippling as if alive, radiating waves of unnatural heat. Two jagged and ribbed horns rip from its skull and curve menacingly backwards and to the sides, their edges glowing faintly with feverish energy. The creature’s eyes burn with a sickly, otherworldly glow, and its mouth stretches into a savage rictus, exposing an arsenal of needle-like, interlocking fangs. The air seems to warp and shudder around it, reality recoiling from each of its thunderous, echoing steps. The transformation ends as suddenly as it began, leaving the world ringing with the echo of Norman’s tortured scream and the lingering, acrid scent of scorched earth—a horrifying reminder of the eldritch power now unshackled.
Exert your Mind and spend a Quick Action.
You transform into an Eldritch Beast for 30 minutes. You have access to all of your Powers while you are an Eldritch Beast, 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. Your Stress is reduced by 2.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see an eldritch, demonic and feral creature emerge from the burst skin of a polite southern gentleman.
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.
Possession of this Power grants the following Trauma at all times: Uncontrollable Anger.
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.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
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 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.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.