The Imperial Raiment consisting of the signature Feathered Top Hat, Brocade Coat, & Tailored Pants of the Emperor are so Iconic, that it is virtually impossible to imagine him without them: If they are removed, they will return the moment he is unobserved.
This Effect activates whenever stripped of Imperial raiment. It does not require an Action or Exertion. This Effect cannot be used unless Unobserved.
Choose a specific type of Imperial Raiment which could fit inside a messenger bag (up to 10 liters). It cannot be Alien and must be relatively basic. You cannot create explosives. You cannot create firearms.
Roll Charisma + Performance to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Created item lasts 1 hour, but you may keep up to three fabricated objects at a time that do not expire after an hour, and will last until they are destroyed.
Harry pulls out a cigarette, lights up and closes his eyes.
Taking drag after drag he lets his mind wonder, focusing it on the endless possibilities of what could have been, all of his regret and guilt washing over him, enveloping him as he fiddles with his old wedding ring.
As if mimicking this feeling the smoke Harry puffs out lingers around him, only to start enveloping him, covering his every prominent feature until he can no longer be seen behind the vale of smoke.
Soon after someone or something else steps out from the smoke cloud, carrying the same tired regret filled gaze as Harry, stinking of cigarette smoke.
Spend a minute to activate. You must use up Cigarettes in order to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for an hour and a half, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. You may add inhuman features to your disguise. A disguise cannot affect your Attributes or other stats.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Turns into smoke.
This Gift's Cost is capped at 2 and cannot be increased further.
In a state of maximum energy, the leaking energy can be dispersed to counter gravity.
Exert your Mind (unless you win a coin flip) and spend an Action. This Effect cannot be used unless you are powered-up and you are in Pure Energy state. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your energy. You don't require extra clear space on any side in order to fly, and get +2 dice for any rolls made to maneuver in mid-air. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your energy via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
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.
You may only use this Effect once per day.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head and body reforms into that of an anthropomorphic wolf, but it is done in a horrific and traumatizing method. 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.
Take a Severity-1 Injury and spend a Quick Action.
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. 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).
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.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Your amulet glows and you begin coughing violently and puke up a small squid covered in black mucus.
The squid can hover and also possesses a powerful and highly acidic ink spit attack.
The powers that where absorbed by the amulet are growing the more it is near supernatural entities, Jack was lucky that the first time jack used this power he was in his own home or else he would of had a lot of issues acting socially after that point.
Exert your Mind and spend at least two Actions performing the following ritual: Puking up black mucus to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Eldritch Squid at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 45 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you coughing violently as you puke up a small squid like creature covered in black mucus.
Charlotte ordered an ancestry kit from Genwild, and along with it came a bottle of pills labeled “Genetic De-Ressessors”, noted as “payment for a good few day’s work” after taking them, her body began to shift under her command, into a half human half wolf form. It sharpens her senses and turns her paws into deadly weapons, at the usual cost.
Exert your Mind and spend an Action.
You transform into a humanoid Alaskan Malamute werewolf for 30 minutes. You have access to all of your Powers while you are a humanoid Alaskan Malamute werewolf, 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 Attributes are the same. Your Stress is reduced by 2.
Your body is adapted to tracking. You receive +3 dice on non-attack rolls related to tracking.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
You may end this Effect prematurely as a Free Action.
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.
You may only use this Effect once per day.
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 vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind (unless you win a coin flip) and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
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.
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. 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 and your Dexterity 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 -2).
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.
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.
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.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.
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.