Wolf Out

1
Requires Seasoned
The power to temporarily transform into Werewolf.
Used by Fenrir Greyback, Created by goliath.
(While you are Werewolf, you are obviously transformed and unusual. )

During the transformation, they grow fur, an elongated snouts, sharp teeth, and claws. Their eyes may turn red, and they become larger and more muscular.


Exert your Mind (unless you win a coin flip) and spend an Action.

You transform into Werewolf for 30 minutes. You have access to all of your Powers while you are 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 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).

If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

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.

Possession of this Power grants the following Trauma at all times: If you are under the light of the moon you must roll self control or you must transform.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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Revision purchased with:
Gift from dying in Where's my Water? spent on improving power: Werewolf    (since refunded)
Gift from the Asset Gifted spent on improving power: Werewolf
Revision purchased with:
Gift from dying in Where's my Water? spent on new power: Cyborg    (since refunded)
Gift from the Asset Gifted spent on new power: Cyborg    (since refunded)

Community Activated Gifts

Exert your Mind and spend an Action. You must actively and obviously use strings to activate this Effect.

As long as you maintain Concentration, you can take Actions and interact with things that are within 300 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 1 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • Fine Tools: You may use this Effect to simulate fine tools which can manipulate tiny or delicate things, such as a lockpick, forceps, probes, etc.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to 300 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You may control 4 total objects at the same time. Their total weight cannot exceed what you could lift with your given Mental Strength.
  • Lifting and hauling: you may lift 45 pounds. If you Exert your Mind, you may lift up to 500 pounds for one hour.

Possession of this Power grants the following Battle Scar: Flammable - It's pretty self-explanitory. (Whenever you would take fire damage, roll Body@8. If you fail, you are set on fire and will take an increasing fire injury on the start of your next turn that increases by 1 every round unless it is put out before then.) and Artificial Body - Your body doesn't heal like flesh. (Your natural rate of healing is doubled. So instead of healing all of your Body over a Downtime, you only heal half your rating in Body on all injuries without external repairs).

Possession of this Power grants the following Trauma at all times: Real Boy - You believe yourself to be a genuine, honest to god, real boy. (Roll Self Control to take any action or thought that goes against this belief).

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

This Effect activates whenever Receiving a severity 2 Injury or higher. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event.

You transform into An enlarged, rotting hulk. for 3 Rounds. You have access to all of your Powers while you are An enlarged, rotting hulk., 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.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Undulating mounds of flesh and tissue unevenly covering your enlarged frame.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind (unless you have recently been struck by an energy based weapon which would've dealt at least a Severity-4 Injury) and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you you explode, giving yourself a Severity-6 Injury and rendering you Incapacitated.

You transform into a powered-up form for 30 minutes. You have access to all of your Powers while you are a powered-up form, 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. You do not suffer any Stress while transformed.

If you take a Severity 4 or higher Injury while transformed, you change into a crackling being of pure energy. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends

If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see your skin starts to flake off, revealing energy underneath.

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.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action. You must use up a corpse in order to activate this Effect.

Summon a single ________ 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.

  • Attacking: Minions can make melee range attacks with 5 dice to attack and +1 Damage.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence, and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

Exert your Mind and spend a Quick Action.

You transform into a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction for 3 minutes. You have access to all of your Powers while you are a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction, 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 and your Charisma is increased by 1. You do not suffer any Stress while transformed.

While transformed, instead of your normal clothes and equipment, you are equipped with: Archangel blade longsword, Silver version of leather armor (with the same armor rating 2), 3 clay pots of holy oil, 1 clay pot of holy water

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Activated Gifts

Exert your Mind and spend an Action.

Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 3 dice to dodge, Grapple, or make roadie Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Your minion is able to lifting and hauling with a 7 dice pool. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

You may only use this Effect once per day.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. 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 mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

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.

  • Unstabilized wounds do not degenerate during treatment.

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 2 and your Dexterity is increased by 2. 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).

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.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.

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 may use your Free Movement on the Round you phase back in, but you cannot take an Action.