While Frenzied, Edgar erupts into sudden, terrible violence. His eyes blaze with an orange light, talons lengthen slightly, & tongue lolls wildly from his mouth.
Edgar is a Survivor first & foremost. If cornered, his fear & rage can send him into a berserk frenzy, becoming a slavering, gibbering creature until he gathers himself again. In this time, he suffers a severe "Fight or Flight" response, losing the ability to speak coherently or manipulate fine objects.
This Effect activates whenever Wound Level greater than 4+ or Fails a Limit check. It does not require an Action or Exertion.
You transform into a Frenzied Ghoul for 3 minutes. You have access to all of your Powers while you are a Frenzied Ghoul, 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.
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
You cannot speak any coherent verbal language and must resort to other means of communication.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
Isaac is sometimes able to perceive undead beings such as ghosts and spirits. When doing so, he covers his eyes with his hands for a moment, gripping his face, and faint glowing eyes manifest on the back of his hands as he whispers to himself. These eyes are large and unearthly, looking in all directions yet none at all.
An inexperienced Isaac performed a ritual early into his study, one of his firsts. Looking back, it was stupid of him to attempt a ritual like this, it could have easily killed him, and condemned his soul for eternity. This ritual involved rubbing the ashes from cremated eyeballs on his own, under a supermoon. These eyes came from a lesser god known as Macula the Fearful, a lesser god that was killed by another, Issac was merely the vulture feasting on his corpse.
Exert your Mind and spend an Action.
You automatically detect all undead beings within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no undead beings targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Even if there are no undead beings within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see phatom eyes manifest over your own, the eye sockets filled with thousands of quivering eyeballs.
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
With a curious mind and a little elbow grease, you have ways of making just about anything out of anything, even when the laws of engineering dictate that you probably shouldn't.
Exert your Mind and spend 1 minute. You must use up a pile of disparate spare parts or junk, roughly equal in size to the desired object in order 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 + Technology to fabricate 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.
Paulette curls on herself and her skin starts twitching and moving. Then a spider rips from her body.
Exert your Mind and spend an Action.
Summon up to 3 Sapient spiderling at your location. They 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 3 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 a spider crawling under her skin.
Blake plays an instrument and uses the sound waves to create a barely visible barrier that can protect them and others nearby.
Exert your Mind and spend an Action or Reaction. You must actively and obviously use musical instrument to activate this Effect. Roll Charisma + Performance at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
The stash is a closed treasure chest tattooed on Vel’s chest/ abdomen. They can flip the latch on it by rubbing a finger over it, then stash by placing the item to their tattoo, or reaching into their tattoo to pull items out
Vel can also activate it mentally, causing the chest to move around their body, and quickly become equipped.
This power is an application of vel’a ability to enchant items with effects related to their symbolism applied to ink and a drawing on their own body.
The tattoo must be of a storage device
The ritual involves
- getting the tattoo
- getting a large object that matches the tattoo in appearance
- do a ritual which involves the destruction of the large box
- have around many references to secret stashes, and objects that are bigger inside than out.
Although this is themed as an enchantment, Vel cannot do it to others or multiple times (without a separate gift), it’s just flavor for how they managed to get this power.
Spend a Quick Action.
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 detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. 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).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or 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 a golden glow shaped like yourself at your location.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into a vampire bat or a wolf 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. 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.