Ringo's E.G.O has a bloody flesh appearance, he now has a black suit with fragmented masks on some parts of it, the arms are fleshy and the left arm is significantly enlarged and has a mouth on it. The right side of the suit is covered in bloody lines resembling blood vessels, there is another mask growing on the left shoulder, a mouth on the right side of his chest, and several spikes growing on the left arm.
Exert your Mind and spend an Action.
You transform into a corpse-eating monster for 3 minutes. You have access to all of your Powers while you are a corpse-eating monster, 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 is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
While transformed, instead of your normal clothes and equipment, you are equipped with: a flesh-like axe
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you becoming such monstrosity.
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.
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.
He is teleporting around, looks as if he is lag switching when in reality, he is just lagging
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.
If you perform an all-out Sprint while this Effect is active, all Attacks targeting you suffer -3 dice for the next Round.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
They call her the "Boneman."
What? Why? She some kind of whore?
Shh. Shut the fuck up. Don't let her hear you say that, you'll lose a finger. No, but she'll fix you up. Set your bones right, stitch things together like a miracle - hurts like hell, though.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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 user opens the leather journal and points at the creature as their species and location becomes written on the journal along with the current time and a ??? indicating when the possession will end, when it's finished being written the shadow of the user and the creature will merge to create a patch of darkness that slowly becomes material and begins restraining the creature with fully physical tendrils. These tendrils bind the creature to the ground as the user is pushed into a fit of vomiting out blackish slime and blood. As more of the substance leaves the body the more the user becomes lethargic until the point of unconsciousness. The substance then merges into one full blob and enters the creature's body through their mouth at which point they're fully taken over by the user.
Spend an Action to activate. Select a Creature target within 20 feet. You must actively and obviously use A leather journal to activate this Effect.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may spend a Committed Action to end the possession early.
Stats: Any actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host becomes incapacitated or is destroyed, you are forcibly evicted back into your own body. If the possession ends and your original body was killed or destroyed in some way, you will die.
Eviction: You cannot force your host to take actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you forcefully restraining a creature with inky black tendrils, vomiting out your own slimy spirit out and inserting it into the creature.
This Gift's Cost is capped at 2 and cannot be increased further.
During the transformation, they grow fur, an elongated snouts, sharp teeth, and claws. Their eyes may turn red, and they become larger and more muscular. When transforming bones break and the body contorts into the skeletal shape of a werewolf.
Exert your Mind (unless you win a coin flip) and spend an Action.
You transform into Werewolf for 30 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 Attributes are the same. Your Penalty is reduced by 2.
Your body is adapted to using non-lethal force. You receive +3 dice on non-attack rolls related to using non-lethal force.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see when transforming, all my bones break and contort in the skeletal shape of a werewolf.
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.
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.
Possession of this Power grants the following Trauma at all times: If you are under the light of the moon you must roll self control or you must transform.
The embers burn violently as they fuel Samael with inhuman strength, making his muscles dense and much more powerful... His body now more capable of doing tiresome activities
You gain the following benefits as long as you have your Burning tattoos that display the fall of the rebel angels.
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: Anti-Social.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.