By tapping into his ancestral rage Jimmy is able to change his form. Breathing and hulking his hair begins to form around the man as he changed into a large and terrible beast. His eye are red and he grows large claws. He is over 7 foot tall and smells like a wet dog. You can see a bit a slobber coming from his mouth but he no longer can speak because his body is mouth is changed to much.
Jimmy is now able to tap into his natural abilities as a garou.
Exert your Mind and spend an Action.
You transform into Werewolf for 3 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 Brawn is increased by 1. You do not suffer any Stress while transformed.
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.
The power of a good merchant lies in his mouth. Speak well and you shall be able to sell, as they say… heheh.
“Potential Customer” refers to anyone who looks to have money and isn’t currently hostile towards Jorge. For example, situations where Merchant Mouth would proc include the following:
* Meeting other Contractors for the first time
* Someone asks about whats in Jorge’s stock
* Jorge sees a well-dressed person
* Jorge has a solution to a very minor problem in his stock that the person might want
* A person asks for cigarettes
Etc.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Merchant’s Mouth: You must make a self-control roll in order to not attempt to haggle, barter, or sell something whenever a ”potential customer” appears while not in immediate danger..
You also gain the following effects:
His muscles bulge with simian strength
You gain the following benefits at all times.
Your Brawn rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Trauma at all times: roll self control to not immediately go and eat any available fruits.
You also gain the following effects:
SCP-035 appears to be a white porcelain comedy mask, although, at times, it will change to tragedy. In these events, all existing visual records, such as photographs, video footage, even illustrations, of SCP-035 automatically change to reflect its new appearance.
You gain the following benefits as long as While the body is stable and SCP-035 is consistently in control.
You are permanently and visibly transformed: A humanoid with a white Greek tragedy/comedy mask attatched firmly to the face. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1 and your Intellect is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
You no longer age naturally, and supernatural attempts to age you fail.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Possession of this Power grants the following Trauma at all times: Must make a Trauma roll at the start of each day or gain a random trauma due to excruciating attempts at decaying your mind by the mask.
Accumulated knowledge after traveling for 70+ years... has finally borne fruit. The user has way more knowledge than the average person, and can act on someone else's turn, if they deduce that that person might pose a threat.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Dr, Rockman Lifts his big stick into the sky and it disintegrates into a pillar of divine light that envelops his form. After the light dissipates Jimmy stands transformed. a Gold staff in his hands. A halo rings his head and white feathered wings extend from his back.
This goes well beyond blind faith, Jimmy sees angels as magic protectors of people and so the form he sees himself having to protect others is angelic.
Exert your Mind and spend a Quick Action. You must actively and obviously use A big stick to activate this Effect.
You transform into an Angel for 30 minutes. You have access to all of your Powers while you are an 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 Attributes are the same. Your Stress is reduced by 2.
Your body is adapted to Flying. You receive +3 dice on non-attack rolls related to Flying.
Possession of this Power grants the following Trauma at all times: Sin, you must roll self control to harm a human.
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.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
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 dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.