The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action to activate.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1.
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 wound penalties while in your Alternate Form.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
You cannot speak any coherent verbal language and must resort to other means of communication.
A humble little ball of milk chocolate wrapped in foil printed to look like a carved pumpkin. A Halloween Classic.
Consumption of this delicious and calorific treat imbues the consumer with some 'spooky halloween magic!' which then begins flowing around the consumer's form and curing the permanent marks on their form.
Not suitable for vegans or lactose intolerants. The magic healing power of the chocolate does not negate the milk content. 100% ethically sourced cocoa.
Use up this chocolate pumpkin and spend a minute. Select up to four Battle Scars on yourself to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Coopercus pulls down this toy scouter from DBZ and scans the area like a submarine scan. Only he sees the results with a dot with the distance away and whether they're human or animal.
Exert your Mind and spend an Action. You must actively and obviously use Walmart scouter to activate this Effect.
You automatically detect all Animal and Human 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.
Rubin blinks out of existence standing to the side, afterall, he doesn’t have sides.
Exert your Mind (unless you win a coin flip) and spend an Action. This Effect cannot be used unless Rubin must move sideways, in order for his completely 2D body to not be seen..
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
As you transform muscle and biomass starts growing from your shoulders, wrapping your arms in flesh creating new, stronger arms. As the flesh grows it emits steam. You now have disproportionate arms and huge fists.
“This new power is wild. It feels like all my rage and determination have come to life. When my shoulders start growing muscle and flesh, and steam hisses out, it's like my inner fire is bursting out. These huge, disproportionate arms and fists aren’t just about strength, they’re a statement.
It’s like the universe recognized my fight against the system and decided to give me a boost.”
Exert your Mind and spend an Action.
You transform into Human with huge arms for 30 minutes. You have access to all of your Powers while you are Human with huge arms, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
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.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
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 units of water 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 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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive 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.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
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 Perception + Occult 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.
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.