Mr. Tummy Transforms into a giant cat.
Or a cat-human.
Take a Severity-1 Injury and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Transform or detransform into the worst form for the situation..
You transform into Huma-Tummy or Big Tummy 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), but you can use your Powers. The equipment you are wearing does not transform 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.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
The red balm is applied on the scar area it beggins to light up in a red fire as int corrects the inperfection.
Use up this Red cream and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
Harold Polk’s Forensic Intuition is a unique extension of his mastery of Speech Act Theory, enabling him to interpret traces of past actions as though they were lingering “speech acts” left behind. By focusing his mind, Harold attunes himself to the silent “statements” made by evidence of crimes, interpreting each item as a residual expression of intent and action. To him, every piece of evidence is a fragment of an unspoken story, a series of “acts” that reveal themselves under his scrutiny.
For an hour after activating this ability, Harold senses the presence, distance, and direction of all evidence of crimes within 50 feet, as if these traces are calling to him, revealing their locations and the intent behind their concealment. His understanding of Speech Act Theory allows him to “read” the manner in which each piece of evidence was hidden or secured, making him instinctively aware of the techniques used to disguise it and the steps required to access it. Harold’s mind treats these traces as hidden messages, piecing together actions and motives to uncover truths buried in silence. Through this heightened awareness, Harold becomes a linguistic detective, reading evidence as if it were the remnants of a conversation between crime and concealment.
Exert your Mind and spend one minute.
You automatically detect all Evidence Of Crimes within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
If no Evidence Of Crimes targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
The means by which any Evidence Of Crimes are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.
Bo Perkins' telekinetic abilities have finally grown strong enough that he is able to lift himself off the ground and attain human flight, although doing so is incredibly taxing on his brain.
Exert your Mind and spend a Free Action to activate.
You may levitate off the ground at two times your normal walking speed. The effect lasts for the next hour, though you may choose to end it at will.
While in the air, your move speed and encumbrance are based on your rating in Mind instead of your Brawn and Dexterity.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
Sparks of electricity from Lev's eyes and blurred streaks of lightning trail behind him when he moves faster than normal.
Fascinated by speedsters and lightning gods since he was a child, Lev decided to take their speed for himself.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
A shadow separates itself painfully from Evan. Dark tentacles sprout from the shadow and reach out to knit a copy of Evan's arm, reaching out as if to grab threads and needles from surrounding matter. From the right angle one can see the faint limb, seemingly thin as paper, appearing and connecting to Evan's forearm. It hides like a living being, in folds of clothing or draped around Evan but stands ready, as a snake, ready to strike.
Exert your Mind and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Javelin.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a 2D copy of his arm forming.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 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 activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
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.