A white/gray set of scruffy hair, adorned by a long English trench coat and sometimes a pipe, the signs of a true detective
Exert your Mind (unless you win a coin flip) and spend one minute.
You transform into Human for 30 minutes. You have access to all of your Powers while you are Human, 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: trench coat
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.
Luna's gauntlet has small focused graviton waves that emit from it, and, similar to a 3d printer, build up the object that's being constructed. The gauntlet has an in-built matter pipeline, from vacuum energy system to matter synthesizer to atomic forge to molecular assembler. Each layer building the next layer.
Expend a point of Battery and spend 1 minute.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Technology to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Victims of viral lycanthropy are known to transform into a monstrous liminal form in situations of high stress or danger. In this form, they are impulsive and act more on instinct than intellect, fleeing or fighting until they eventually revert back to their human form.
(describe your liminal form's appearance here)
Exert your Mind and spend a Quick Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into were-xyz for 3 minutes. You have access to all of your Powers while you are were-xyz, 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.
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: Roll Self-Control not to enter Liminal Form at the start of Combat. Whenever you fail any Trauma or Self-Control roll, you must immediately transform into your Liminal form.
Terry may tap into his empathic understanding of others to communicate with any human, regardless of their language. His empathy protects him from malicious communications.
While activating this effect, Terry takes a deep breath, and teal, glowing sparks enter his mouth with the breath.
Exert your Mind and spend an Action.
You may understand and communicate to humans as if you are fluent in a relevant language for the next hour.
Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.
Loyabard starts listing the reasons that someone might get excluded from a jury. While doing so the words spew out of his mouth and run in tiny invisible streams of text outwards to range. They peruse each possible target in range and relay information back to loyabard on the people that match the criteria.
Exert your Mind and spend two Actions performing the following ritual: Loyabard starts listing reasons to reject people from a jury. You must actively and obviously use Writing Implement to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Murderers and Alien Beings within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
A painful shock flushes through your body as fur begins sprawling from where your skin once was. Your fingernails turn into sharp claws, your nose elongates and you can smell much better than before.
This Effect activates whenever Being reduced to the wounded state in combat. It does not require an Action or Exertion. Make a Trauma roll when you activate this Effect.
You transform into a Werewolf for 30 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. While transformed, your Brawn is increased by 1 and your Perception is increased by 1.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
You do not suffer any Penalty while in your Alternate Form.
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.
You cannot speak any coherent verbal language while transformed and must resort to other means of communication.
You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.
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.
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 an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon 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.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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 magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
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 may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
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. Your target should be intuitively based on the triggering event.
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, Targeted, 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.