One With Wild One for the Bears

1
The power to transform into a non-humanoid creature.
Used by Conk, Created by SoothingCoder.
(Your transition from one form to the next is obvious to all observers. While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you. You must actively and obviously be using Bear Claw Necklace.)

The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.

However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.


Exert your Mind (unless you win a coin flip) and spend a Quick Action. You must actively and obviously use Bear Claw Necklace to activate this Effect.

You transform into a brown bear 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 cannot use your Active, Direct, 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.

While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.

Possession of this Power grants the following Trauma at all times: Animal Cruelty/Animal Murder.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for โ€œpredatorsโ€). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.

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Community Power Gifts

Edit: Expensive...might be better as Activated? This is a major investment, clearly to take advantage of the trading economy. It'll raise the question: how many Senses can you have between Crafted items & Innate Powers?

If the max is still relevant, this item will be wasted on most high level characters...

You gain the following benefits at all times. You must actively and obviously be using Neckerchief to gain the benefits of this Effect.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Touch: You can pick up on subtle differences between textures with ease, and can immediately find what you are looking for when rummaging (digging through trash, finding a needle in a haystack, etc), assuming it is actually present.
  • Taste: You can recognize any flavor you have previously tasted and name it, and may determine the composition of something based on its taste.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

You gain the following benefits as long as you are engaged in combat with thrown weapons.

+2 dice to all rolls utilizing thrown weapons.

You also gain the following effects:

  • Pin Down: If you make a thrown attack with something sharp, and it hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injuryโ€™s Severity by 1.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.
  • Yeet!: You can throw things up to 100 extra feet per point of Brawn with no penalty. Anything thrown further than 100 feet will not land at its target until the next Round on your initiative.

In her mundane identity a Princess is barely more magical than the average man, but in her transformed identity... Ah, what a difference that is. Magic flows through her body; it is on the level of blood or bone. Her magic makes her stronger, more charismatic, or smarter.
Under magical examination a Princess can see that spells and enchantments are as much a part of her body as carbon atoms or neurotransmitters.

Dual Identity: An innate magical effect common to all Princesses, Dual Identity makes it exceptionally difficult to realise a Princessโ€™ mundane and transformed identities are the same person.

Exert your Mind and spend a Quick Action.

You transform into a magical girl for 30 minutes. You have access to all of your Powers while you are a magical girl, 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 Charisma is increased by 2. Your Stress is reduced by 2.

While transformed, instead of your normal clothes and equipment, you are equipped with: a brightly coloured uniform, flowing reds and golds. It glows with an inner light. A corset of sintered gold, armor 3. Levinbolt, a weapon of light. (Pistol stats, uses Firearms). Her Princess's Crown around her head, made both for appearance and to turn a blade.

Possession of this Power grants the following Trauma at all times: Redeemer: You must make a self-control roll to ever attack a Sapient creature with the intention to cause harm.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You are permanently and visibly transformed: parasite experiment. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.

The Severity of any Injury caused by Fire is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action or Reaction to activate. Select a Animate target within 20 feet. You cannot target yourself. You must actively and obviously use Doctors symbol made of gold(Caduceus) to activate this Effect. Roll Intellect + Alertness at Difficulty 6.

If you succeed, you create a Barrier around your target, which absorbs the next Outcome Damage. 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. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.

  • You can target yourself if you qualify as a valid target by the other requirements.

Stock Power Gifts

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.

  • This Effectโ€™s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

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

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • 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.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to treating an Injury, including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.

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.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. โ€œSit down,โ€ "run away," or "tell me your password.")
  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.