Consuming the enchanted Green Pea morphs your body into one of a species you last touched. Clothes (and hair if necessary) seem to get sucked into your skin, the pigmentation will depend on the color of clothes worn/color of your hair, while still not looking unnatural.
Scars remain on the user even in animal form, objects with magical properties piercing/inside the user's body won't transform, instead grafting to the new body.
On Death, the user will return to their human form.
A power developed while staying on the Galápagos Islands. It works by imbuing seeds of appropriate size with natural magic, allowing one to change into animals they've come into contact with. The seeds change appearance, always ending up as looking similar to a green pea. Although this has nothing to do with natural selection, the name was chosen due to the place the power was experienced first in.
Use up this Green Pea and spend a Quick Action.
You transform into the last Creature you touched for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. See the Extended System text for stats.
While transformed, you cannot use any equipment (excluding Artifacts and Consumables, which you can use), and you do not have access to any of your 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.
A bottle of what looks to be craft beer. Remember, drinking alone is boring!
Spend an Action and use up this Alcohol Bottle. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll 11 dice Difficulty 6, dice penalties do not apply. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 2.
A condensed ball of The Flesh detaches from your body, undulating on its own. When it comes in contact with its intended target, it will force its way into their form, granting terrifying visions of what it could do.
Take a Severity-1 Injury, spend an Action, and use up this condensed ball of The Flesh. Select a Sapient target within 20 feet. Roll 7 dice Difficulty 6, dice penalties do not apply. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by the GM. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
This small, durable vial made of tempered glass holds a fine powder of a yellow-brown hue. As a full action, Winter can remove the rubber stopped, pinch one nostril shut, and inhale the dust through the other.
One round after use, eyes glaze over a milky white, and skin takes on a cold, ashen pallor. Eye sockets grow deep an sallowed, and the figure appears similar in appearancec to days-old corpse.
While active, the user seems to function on a motor instinct that is not their own, as if something else is guiding their limbs and reinforcing their muscles. This allows for heightened feats of strength and manual dexterity beyond the individual's standard limits.
However, the price is the sense of unearthly cold that grips the body after the duration of the drug's effect. For the first few moments, the numbing, biting cold freezes the joints and making walking painful. Even when the body regains proper motor functionality, the numb sensations causes whole body aches which persist for an hour.
Use up this small vial of taupe powder (unless you succeed on 1d10, Difficulty 7) and spend an Action.
You transform into takes on a zombie-like appearance. for 30 minutes. You have access to all of your Powers while you are takes on a zombie-like appearance., 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 and your Dexterity is increased by 1. Your Stress is reduced by 2.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see looks like a zombie.
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 CatEye is an innovation from Silverwolf's R&D department that supports SILVERHOUND's covert operations by providing reliable, concealed short range recon, both auditory and visual. This extremely thin disk-shaped camera can attach to any solid surface, and uses cutting edge optical camouflage to match the color and texture of its surroundings, making it near impossible to identify unless one knows what to look for. It can then record and broadcast its field of view to a synced up Silverwolf PDA hooked up to the company's closed network.
Spend an Action and use up this covert button camera. Select a Location within 10 feet. You must remain within 1000 feet of your ward to access its senses.
You place a ward,. You can hear and see through the ward as though you were standing at its location. It will remain active for a day, but can be manually deactivated at will.
The ward requires Concentration to monitor, though it will remain active until you deactivate it or its duration expires. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
This is a one-time use to call Jacob's Soul now. Talk to him or get his advice on occult knowledge (8 dice).
When a corner of the business card is ripped off, a visual and auditory connection to Jacob Sterns is being created. The dialogue partner will appear like a small hologram on each participants shoulder and can be switched to a video feed of the partner's eyes. To close the line, rip off another corner of the business card or destroy it fully. Loses its power if Jacob Sterns dies.
Jacob Sterns - British Museum Field Service.
Tel: XXXX-XXXXXXX
Mail: [email protected]
Made in Great Britain.
Spend an Action and use up this Business Card. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you call Jacob Sterns.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes all weak-minded beings away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Roll 7 dice Difficulty 6, dice penalties do not apply.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 3 Rounds. Any beings with 6 Mind or less within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 20 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways:
The mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.