Amber tosses a caterpillar in her mouth, and munches it down.
Burp. Belch. She opens her mouth.
A whole-formed ~𝓕𝓻𝓸𝓰𝓰𝔂 𝓕𝓻𝓲𝓮𝓷𝓭~ leaps out!
He's small, he's colorful, he's talkative, he loves long walks in the swamp, and his tongue is razor sharp.
Oh, and he loves caterpillars - the fuzzy kind.
Exert your Mind and spend an Action. You must use up a caterpillar in order to activate this Effect.
Summon a single ~𝓕𝓻𝓸𝓰𝓰𝔂 𝓕𝓻𝓲𝓮𝓷𝓭~ 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.
Being a shark, you are naturally great at navigating the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Jane focuses on mimicking the specific properties of a subject, such as the hardened material of metal or the speed of a car, as her skin ripples and changes to accommodate the power she’s looking for. The only limit of what she can mimic is her imagination. That, and what she’s touched. These ripples leave scars on her body, intermingling with the ones she already has from her nightly activities.
Exert your Mind and spend 30 minutes. You may only target yourself. 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.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Battle Scar: Disfigured: Scarred skin.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The user turns into the last creature touched once activated
Exert your Mind and spend a Quick Action.
You transform into the last Creature you touched 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 (excluding Artifacts and Consumables, which you can use), 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.
You may only use this Effect once per day.
The contractor's skin turns to an unhealthy pale almost grey-like colour. His fingernail protrude into sharp claws and his lips hide a mouth full of sharp fangs.
You gain the following benefits as long as you have fed on human blood in the past 24 hours..
You are permanently and visibly transformed: Vampyr. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Fang and Claw attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
The Severity of any Injury caused by Silver is increased by 2.
Bro got that dog in him.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
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 units of water 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.