Ringo's 'ego' manifest and changes his 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 black suit with fragmented masks on some parts of it, arms that 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.
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.
Angel's mind is cracked like a dropped snow globe, steadily, slowly leaking, a shell of wonder still swirling with glitter and blood. His paranoia of rats in the walls and the insatiable hunger he's developed make him hypervigilant- enough that his Gift has manifested in kind. He twitches, curls his lip, and snaps his head to the noise of interest like the neophobic rodent he holds such deep hatred for.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Wren's dead body no longer requires the usual things that it used to.
She still breathes, because the reflex is still there - but she no longer feels any relief when doing so. Food she consumes and anything other than blood that she drinks has lost its taste, as well.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
Open up a musky tome. Its pages flutter as it turns to a page it did not previously have: a description about the object right in front of you! The book will answer your questions about where the object was made, who by, and how it is used.
Exert your Mind and spend a minute. Select a target Object within arm's reach. You must actively and obviously use An old musty tome to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
A streak of fire engulfs my fist when I hit cursed beings, inflicting a hard wound on them.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
Possession of this Power grants the following Battle Scar: Wheezing.
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
With the enhanced agility of a cat, and being even further blessed by the one up above, the user is able to move at a fast pace.
You gain the following benefits at all times.
You can run at three times your normal movement speed.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift's Cost is capped at 2 and cannot be increased further.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to 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 8.
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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
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.
Sometimes in the process, a little water will get lost, and the aquamancer may be a little hurt by the transformation.
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.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.