Lucius has trained his punches and his strength, as best he can, and will continue to improve.
You gain the following benefits as long as is within the right mindset, not terrified, confused or any other strong emotion that may affect his headspace. and you are engaged in unarmed combat. You must actively and obviously be using Painted pasta bracelet to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
Possession of this Power grants the following Trauma at all times: Must roll self-control in order to not break the wrists of anyone who speaks bad on the LORD.
You also gain the following effects:
Mickey sometimes struggles to keep the beast inside asleep.
When it awakens, it's a horrific sight. Skin bulges and stretches, then tears, rapidly reforming thicker and paler. Hair and matted fur sprout from bleeding follicles as bones move and grow at a different pace to the muscles, and nerves knot up around the new joints before being pulled into place. The whole body steams and trembles as rapid metabolisation of every calorie in the body in less than a minute chars the veins and leaves it starving.
Humanoid, in a way. Canine, ursine, cervine...something just on the edge of familiar.
And it's coming for you.
The strain put on Mickey's body from the transformation leaves her with a Severity - 1 Injury after transforming back, which stacks with any injuries gained as a result of rapid transformation.
If this transformation was done out of Hunger reaching the 3rd level and it was not sated within the time frame, this is instead a Severity - 2 Injury.
Exert your Mind and spend an Action. This Effect cannot be used unless your transformation is long and excruciating. A standard transformation takes 30 seconds (10 rounds), but this can be rushed at a cost. If rushed, transformation can be done as an Action, but when transforming back, you receive either a Minor Battle Scar, a physical liability or condition, a significant change in appearance, or a Severity - 1 Injury. The Scar or Condition gained from rushing like this is exchanged for another if done again, not stacked (in the case of Injuries, healing time is doubled). and you do not remember anything that occurs while transformed unless you succeed on a Mind roll or figure it out through investigation. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into a 'werewolf' for 30 minutes. You have access to all of your Powers while you are a 'werewolf', 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 Brawn is increased by 2, your Dexterity is increased by 2, and your Perception is increased by 2. You do not suffer any Stress while transformed.
Your body is adapted to moving silently, sprinting, and finding food (meat). You receive +3 dice on non-attack rolls related to moving silently, sprinting, and finding food (meat).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you gruesomly shift into a terrible wolf-human hybrid.
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.
Exert your Mind and spend an Action.
You transform into Water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Battle Scar: part of Shlii turns into water permanently.
Possession of this Power grants the following Trauma at all times: She starts to slowly lose her sanity.
There are no obstacle I can't over come, for I am the fox ninja.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Possession of this Power grants the following Battle Scar: disfigured (fox teeth).
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
The user of this gift will hold their hand out to a spirit under their control and their shadow will pass this mark onto the spirit in a seemingly painful display for the spirit as it screams in what could be equated to agony.
Spend an Action. Select a target within arm's reach. This Effect cannot be used unless on a spirit under the user's control.
Your target is marked with a purple hued mark in a circular shape that seems to wriggle ever so slightly until it is removed or until you choose to end the Effect. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. You can have up to 3 marks active.
You may activate another Effect through your Mark as though you were standing at its location. This destroys the Mark.
This Gift's Cost is capped at 2 and cannot be increased further.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
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.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.