An idealized self-image of herself from happier days, strong and unafraid. This version of Michelle will do anything in her power to make the cause of their stress go away, or failing that remove them from the situation.
This Effect activates whenever Becoming physically accosted. It does not require an Action or Exertion.
You transform into ________ for 3 minutes. You have access to all of your Powers while you are ________, 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.
While transformed, instead of your normal clothes and equipment, you are equipped with: Armored Softball Uniforn Oversized Bat and Spiked Softballs
Possession of this Power grants the following Trauma at all times: Dissociative Identity Disorder.
His muscles bulge with simian strength
You gain the following benefits at all times.
Your Brawn rating is increased by 2. 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 Trauma at all times: roll self control to not immediately go and eat any available fruits.
You also gain the following effects:
Domiel holds the laser pointer and clicks the button once to summon her black sphynx cat from the shadows. He is donning a random colored sweater from his collection and his signature grumpy expression. His body seems to be made up shadow itself, fluid-like and constantly warping and flowing like ink.
His chosen language is Spanish.
Exert your Mind and spend an Action. You must actively and obviously use a cat toy (laser pointer) to activate this Effect.
Summon the one and only Sapient Beelzebub (cat) at your location. They last for two hours or until they are destroyed. They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
Spark's eyes unfocus as they concentrate fully on the Flame, and start quickly sorting through the list of override codes command gave them, while connecting wirelessly to the device in question.
Exert your Mind and spend 1 minute. Select a Computer within 20 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
This Effect is not obvious, and the only sign you are using an Effect is unfocused eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a warning pop-up that the system has been overriden and locked down on the order of C&C in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Ellis has become one with the bomb, allowing himself to re-integrate his body back together when it has been disintegrated in an explosion, and can even save another person in this manner, providing he was able to reach them before the explosion went off. Anyone watching the area for ten seconds or so after the fact would see a sort of abstract impressionist painting of him, dots expanding apart and then reforming into a solid person.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless you are within the radius of an active explosion.
You phase out of reality for 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 phase out, you may bring up to 1 additional target in arm's reach with you.
You leave an image of yourself in an abstract impressionist style exploding and then unexploding in slow motion at your location.
After his family is gone like smoke he start training and training trying to forget what happen
Fishing was not helping so he start to make weapons out his fishing equipment he miraculously did it
You gain the following benefits as long as you are engaged in combat with Fishing equipment.
Your attacks with Fishing equipment deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
Possession of this Power grants the following Trauma at all times: Hate of deep sea monster.
You also gain the following effects:
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
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)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.