Gustav's soul, saturated with demonic energies, has rendered him extraordinarily sensitive to the purifying power of religious beliefs. When Rebuked by a believer in a faith, a cataclysmic transformation ensues. An invisible force strikes his body, stripping away layers with ruthless precision. First, the skin is torn asunder. Then, muscles and sinew are ripped away, leaving only the untouched skeleton in its wake.
From this skeletal core, Gustav rapidly regenerates into a new, infernal form. His face becomes angular and almost sculpture like. His once-brown skin now takes on an obsidian hue. A blood-red, upside-down cross adorns his forehead. His height expands to a towering 6'7", Dark shadowy claws drip with a putrid icier from the tips of his fingers. Ripped, jet-black feathers sprout from the back of his hips, forming a pair of dark wings.
This Effect activates whenever Being rebuked in a religious manner. It does not require an Action or Exertion. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect. Make a Trauma roll when you activate this Effect.
You transform into Fallen angel for 3 minutes. You have access to all of your Powers while you are Fallen angel, 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 Intellect is increased by 1. Your Penalty is reduced by 2.
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 may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Demonic Visage.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
With the light of the candle from the fingertip of the Blue Fire Mage, the candle burns fast and bright and melts in a minute. As it does the wound and the heart of the mage also alight with blue flame, (but this flame burns in the spiritual realm, not the physical.) The candle itself is green.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up Green tall colored candle. in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
My nails burst off and claws grows out and takes its place. My skin rips off as hide and fur grows out. Small antlers burst out of my head and sprays blood everywhere. All my limbs extend as my bones snap and fuse back together. My mouth elongates and turns into a snout. while my teeth all fall off and sharp fangs take its place.
Exert your Mind and spend at least two Actions performing the following ritual: antlers gouging out of his skull, a toothy maw jutting out as his teeth's roots grow and detach, claws "stabbing" out of his nails, Fur growing all over his body. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into Pseudo-Wendigo for 30 minutes. You have access to all of your Powers while you are Pseudo-Wendigo, 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 body is adapted to Hearing, Smell, and Sight. You receive +3 dice on non-attack rolls related to Hearing, Smell, and Sight.
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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Lot of Blood and Bone snapping.
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.
You cannot speak any coherent verbal language while transformed and must resort to other means of communication.
You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.
Plagues. They can scour worlds, minds, hearts.. even souls. Yet, the essence of what makes you, you. At the deepest most core level is immutable, your true self remaining even beneath the ravages of cancer, leprosy, and many other horrid maladies. Your soul's vision of the self remains complete, remains intact, and by overlaying his soul on top of the targets, or his perfect memory of his soul over his he can force the body to expel things that do not fit that image and in turn. Restore the pure state of that being, even if the process of doing as such is quite traumatizing.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Your target must make a Trauma roll when you 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. Your patient is required to Cannot Betray Anyone's Secrets for the next month. If they violate this rule, your treatment is immediately reversed.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Human target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
To activate this Gift, he simply takes out a plain, everyday-looking ballpoint pen from his pocket. The pen is unremarkable, the kind that can be found in any office supply store, and has a simple blue barrel with a black ink refill.
When Zhang Wei exerts his mind and spends an action to use the "Revive Routine," he clicks the pen's button, producing an audible click that serves as the catalyst for the Gift's effect. He then draws a small, inconspicuous symbol on the target's forehead with the pen. The symbol glows faintly for a moment before fading away, signifying that the ritual is complete.
Exert your Mind and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have all their Abilities set to 0. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
You may only use this Effect once per day.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.