There is blood in your veins that is not your own. And yet, your body has embraced it, making it yours, and changing itself to fit. Your skin can stretch beyond its limits, and your bones can break themselves, to create new vertebrae in their place, the skin and meat around them changing to be more muscular and lithe, even going as far as fusing together limbs. 𝘚𝘯𝘢𝘬𝘦𝘭𝘪𝘬𝘦. That is the only word for what you've become, aside from maybe monstrous. The good part is, normally, only your eyes betray your nature, large and green and slit.
You gain the following benefits at all times.
You are permanently and visibly transformed: Mutated Accumulation. You are considered to be a Sapient, Living Creature when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
The summoners eyes are glowing in a dark green when calling them forward.
The demon's features seem to be melting while you are looking at them, making it impossible to get a clear focus on their shape.
Finally, I am able to summon my own demons after all the research I did on them! They are not that strong yet, but that will improve once I can deepen my knowledge even further.
Exert your Mind and spend an Action.
Summon a single green demon 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 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Their features seem to be melting while you are looking at them, making it impossible to get a clear focus on their shape..
You may only use this Effect once per day.
When you yourself are a temporal anomaly, focusing the energy within your body into a strike can cause peculiar effects. The objects that are touched by the caveman actively progress backwards through their technological timeline, and objects without any are simply reduced to dust as their formative events are reversed. What is scariest about this is that the caveman only seems to need to strike the target in question to deliver the effect, though it does seem to require a great deal of focus and temporal energy has been observed congregating around his hands before he executes such a strike.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than an SUV (4,000 liters). You must actively and obviously use A time piece to activate this Effect. Roll Brawn + Brawl Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
If you have access to the remains of an object you had previously damaged or destroyed, you may spend an Action to un-destroy it.
Emily's genome has been further edited by Gen-Wyld, integrating several fascinating improvements. Severe wounds heal in minutes, and extensive metabolic backups ensure that the processes necessarily for life continue even in the most extreme conditions.
Failsafes against uncontrolled cancer growth prohibit the regeneration from going too far.. although this can also lead to it being prematurely halted.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level each Round. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
To be one with nature, one must evolve to be built for it, to be prepared for each facet of it. So her eyes are sharper, her hearing is clearer, and she is more suited to the cold, a speaker and more quieter form, a body designed to remain unnoticed when seen...
You gain the following benefits at all times.
You are permanently and visibly transformed: Longer ears, Sharper eyes, longer and thicker eyebrows and eyelashes and small tufts of fur on each ear. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Intellect is increased by 1.
Your body is adapted to Stealth and Sight. You receive +3 dice on non-attack rolls related to Stealth and Sight.
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)
Possession of this Power grants the following Battle Scar: Shoulder Subluxation.
The Severity of any Injury caused by Cold Iron is increased by 2.
Larry clicks open his briefcase and pulls out just the item needed
This mundane looking briefcase is more than meets the eye, it can produce any object that can fit in a briefcase and can be obtained from office depot
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat 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 may create firearms.
Roll Intellect + Investigation 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.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects: