Transcend the Flesh

2
Requires Seasoned
The power to shift into ________.
Used by Lilith (Lily) Weider, Created by TheSuperChrisb.
(Observers will view you as an unusual entity moving with a singular purpose. You must actively and obviously be using a heart.)

The Hemomancer’s ritual, brutal in nature, uses the heart of a once-living creature as its catalyst. By pumping her own blood through the muscle, she feels her own skin thrumming with pulses of energy… until eventually she is changed completely. For a moment, she is a quivering pile of ichor, turning itself silently into shapes of entrails and organs. Then, she suddenly snaps back to a normal, human form. Like a light switch being flicked. No one would be the wiser. Until they decided to cross her.


Take a Severity-1 Injury and spend one minute. You must actively and obviously use a heart to activate this Effect.

You transform into ________ for the next day. 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 while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.

You have access to your Powers while transformed.

You may use equipment while transformed.

You may turn this Effect on and off at will during its duration.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the hemomancer’s rapid transformation into a roiling creature of animated blood.

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.

  • The Severity-limiting effect from Squish does not stack with the Enhancement Tough from Mythic Brawn.
  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.

Community Activated Gifts

Exert your Mind and spend at least two Actions performing the following ritual: antlers gouging out of his skull, a toothy maw jutting out as his teeth's roots grow and detach, claws "stabbing" out of his nails, Fur growing all over his body. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You transform into Pseudo-Wendigo for 30 minutes. You have access to all of your Powers while you are Pseudo-Wendigo, 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 Dexterity is increased by 1.

Your body is adapted to Hearing, Smell, and Sight. You receive +3 dice on non-attack rolls related to Hearing, Smell, and Sight.

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 wound penalties while in your Alternate Form.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Lot of Blood and Bone snapping.

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.

  • Reminder: Bonus Damage from multiple sources does not stack. Instead, the highest Bonus is used.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Grace knows the importance of staying hidden. Being able to wriggle into small spaces already is helpful, but being able to slip past people in broad daylight is better for swiping food and other necessities. This power is most often used for sneaking into the cargo holds of planes to travel long distances.

Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: Grace covers her eyes and counts to five. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You are obscured in one of the following manners. Lasts 2 hours.

  • Sight:You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Exert your Mind and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for the next hour. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Reactions: You may use a Reaction telekinetically.
  • Multiple Items: You can only interact with one thing or take one action at a time.
  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You are able to deal damage through unarmed attacks, grapples, and thrown objects.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

Exert your Mind and spend an Action or Reaction to activate. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Intellect + Occult at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

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.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.

https://www.youtube.com/watch?v=ZNx0d-7Vyi8&t=45s

Increase your sacrificial Injury's Severity by 1 and spend an Action.

Summon the one and only Sapient Jimmy, The Don's Right Hand Man at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by you. You may have at most one active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Firearm Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 7 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 20 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 4 dice. If ordered to protect someone with its life, your Minion may sacrifice itself to absorb an Attack on their behalf, provided it is within 15 feet of them. Any other roll is made with 4 dice. They can lift and haul as though they have 2 Brawn.
  • Powers: Your companion can Exert their Mind using your Mind and spend your Source.
  • Unusual: Minions are not obviously Alien.

If killed, you cannot re-summon your minion until after your next Contract.

Possession of this Power grants the following Battle Scar: Withered Right Hand - He's my right hand... (You suffer a -1 Dice Penalty to rolls utilizing your right hand).

If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.

  • Your companion heals fully during each Downtime, but is not healed fully when you re-summon them.
  • Your companion is affected normally by Artifacts and Energy Transfer.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Stock Activated Gifts

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.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Exert your Mind and spend an Action. You must actively and obviously use a watch or clock 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).

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.

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Spend a Quick Action. You must actively and obviously use a burlap sack 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.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

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.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make melee Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are not obviously Alien.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.