If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive 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.
The Claw of Akhekh creates a sort of burrow within its Wielders body, allowing them to withdraw it inside of themselves in order to hide it. This hole can be expanded by the magical nature of the claw, as its living metal continually reinforces the body of the Wielder.
Spend a Free Action to activate.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 1 things at a time.
blood spews out of me and flies into one piles where the most horride way bodies form out of my blood making two mini gremlins who help me prank people
for my goal of pranking the world I use my own body to summon minions to help my dream
Take a Severity-1 Injury and spend an Action.
Summon a single summon gremlin pranksters 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 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see bloody and gross.
Take a nail - one from your bag, or one from your hand. Put it in your palm, and punch it through the drywall.
You drag out from the crumbling wall your lovely, lovely Elizabeth.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
Bummer & Lazarus - a pair of mongrel stray dogs much beloved by the denizens of San Francisco who wandered the streets of that fair city at the same time as the illustrious Emperor Norton the First. With the long wait for a successor now over, the spirits of these noble canines may be summoned up once more by the current Emperor, arriving from any nearby dumpster, alleyway, or similar when called. While clearly ghostly, they still yet serve the Empire!
Exert your Mind and spend an Action.
Summon the one and only Sapient Ghost Dog 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.
Amy brings her hand to her chest and closes her eyes for a moment. There is a burst of light - her inner light - before it spreads over her in a flash, her clothes transforming into her Regalia.
Although she looks similar, almost the same - unless her transformation is witnessed by someone with their own eyes, they'll automatically doubt any attempt to link the identities.
In her mundane identity a Princess is barely more magical than the average man, but in her transformed identity... Ah, what a difference that is. Magic flows through her body; it is on the level of blood or bone. Her magic makes her stronger, more charismatic, or smarter.
Under magical examination a Princess can see that spells and enchantments are as much a part of her body as carbon atoms or neurotransmitters.
Dual Identity: An innate magical effect common to all Princesses, Dual Identity makes it exceptionally difficult to realise a Princess’ mundane and transformed identities are the same person.
Exert your Mind and spend a Quick Action. You must actively and obviously use a phylactery to activate this Effect.
You transform into a magical girl for 30 minutes. You have access to all of your Powers while you are a magical girl, 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 Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: a brightly coloured uniform, flowing reds and golds. It glows with an inner light. A corset of sintered gold, armor 3. Levinbolt, a weapon of light. (Pistol stats, uses Firearms)
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
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.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
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.
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 mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend one minute. You must actively and obviously use a cell phone to activate this Effect.
Summon a single goon 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.
You may only use this Effect once per day.