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 Weapon Damage (instead of the typical -2).
You do not suffer any Penalty while in your Alternate Form.
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.
You cannot speak any coherent verbal language while transformed and must resort to other means of communication.
Garbed in illusion, Leon steps forward and speaks with the target, though little do they know that with each word dropped, every phrase spoken, and every little signal of body language they surrender more than they could ever possibly know to Leon and as they continue to interact with the illusion. The little tells that people give off as their social mask shifts, ever so different than how they'd wear it in front of him, and as he pulls the strings like a puppet master the mask slips at last. Exposing exactly what Leon wants to know.
Exert your Mind and spend one minute. Select a Sapient target within arm's reach. This Effect cannot be used unless They are interacting with one of Leon's illusions as if it is real. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Haze First states the terms of the contract that he is proposing, then opens his brief case and rifles through it for a second and then pulls a contract out of the briefcase. Once all parties have signed the Contract then Haze returns it to his briefcase.
You must actively and obviously use a Contract to activate this Effect.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Sign the Contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
Mr. IJ has perfected boxing to such an extent that boxing gloves on his hands are a deadly weapon.
You gain the following benefits as long as only applies to punches and no other form of unarmed attack and you are engaged in unarmed combat. You must actively and obviously be using boxing gloves to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Sir Seymore Alonso carries himself as a proud knight and refuses to accept otherwise. Although he comes across as quite mad, his skill at arms with medieval weaponry is very real. He strikes with uncanny precision, brutal power, and preternatural control. His attacks morph seamlessly between stances as a thrust turns into an overhead slash, or a horizontal swing turns into a blow with a the cross-guard or haft. Even the timing of offensive maneuvers is frustratingly uncanny, as the momentum accelerates or slows without altering the intended force behind them.
First of his name, valiant saviour of Templetown, slayer of the Danish menace.
You gain the following benefits as long as you are engaged in combat with medieval european weapons.
+2 dice to all rolls with medieval european weapons. You may Defend against firearm attacks from any range using medieval european weapons.
You also gain the following effects:
Moonstone touches, or holds in her hand one of the gems of her namesake causing it to glow. She moves quickly emanating a soft glow. If one other touches the moonstone she uses as a focus, then move with her speed, surrounded by the same glow.
Moonstone uses her power to travel quickly. Her speed is a strain on her, which she transfers to a gem, usually one of the many built into her suit.
This power comes from moonstone being willing to be a hero, and a hero above all else.
This costs Pal a bit of his humanity, as the person that is Pal becomes less so that Moonstone can be more. His ability to enjoy food and drink. But that price is small next to even one human life.
Hopefully this will be the last thing that becoming moonstone forces him to give up. [It won’t be]
*The idea of the cost is taken from Yuki Yuna is a hero and similar anime where the power of a magical girl comes at the price of their bodily functions slowly being consumed by their patrons in exchange for power.
You gain the following benefits as long as Are in the form of moonstone. You must actively and obviously be using A moonstone gem to gain the benefits of this Effect.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
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.
Possession of this Power grants the following Battle Scar: Lost taste and Smell: can’t smell or taste and automatically fail checks based on smell or taste. -2d when smell or taste would help with the check.
Possession of this Power grants the following Trauma at all times: Hero: whenever someone you believe is innocent is threatened, you must roll self-control not to put yourself between them and the threat (take damage bodyguard if can).
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
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:
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.