As your form is damaged and your "life" threatened, the flesh of those you consumed for sustenance pours from your wounds and orifices to protect you. Its writhing mass layering over your form in a disgusting and terrifying sight.
This Effect activates whenever Receiving a severity 3 Injury or higher. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event.
You transform into An enlarged, rotting hulk. for 3 Rounds. You have access to all of your Powers while you are An enlarged, rotting hulk., 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).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Undulating mounds of flesh and tissue unevenly covering your enlarged frame.
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.
Yvonnel uses a pencil or pen to create a line art sketch of a mundane object within her journal. Closing the journal and re-opening it to the same page as the sketch presents the exact mundane item she drew lying there atop its pages. When temporary items reach the end of their lifespan, the item in question disintegrates into powdered pencil lead or a small puddle of ink depending on the type of drawing implement used to create it.
Exert your Mind (unless you win a coin flip) and spend 1 minute to activate. You must actively and obviously use Journal to activate this Effect.
Choose an Object which could fit inside a Ziploc snack bag (up to 1 liter). It cannot be Alien and must be generic. You cannot create explosives. You may create firearms.
Roll Charisma + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
When Zed finds themselves in times of trouble, the thought of his Mother comes to him. There will be an answer, so he let it be. Let it be, let it be, let it be, let it be. Some Whispered words of wisdom, let it be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Harry channels the vigilance and resolve of Ilya Muromets, relying not on sight, but on his connection to the world around him. As he exerts his mind and focuses, his heightened senses allow him to perceive the area in ways others cannot. Over the course of a minute, he methodically “feels” the space around him—not physically, but through vibrations, airflow, and the resonance of his surroundings.
Traps and ambushes stand out like discordant vibrations in the otherwise steady rhythm of the area. A faint tension in the air reveals the presence of a tripwire, while subtle shifts in pressure signal hidden dangers or lurking enemies. Concealed doors and secret caches reveal themselves as whispers of drafts through cracks, changes in density underfoot, or the faint scent of something hidden.
Through Ilya’s legacy, Harry’s blindness becomes his strength, transforming the environment into a tapestry of sensations. The area’s secrets unfold, granting him unparalleled awareness of dangers and hidden features. Just as Ilya Muromets stood as a vigilant protector of his land, Harry uncovers and understands what others cannot, guided by the echoes of the world around him.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
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Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Brawn + Alertness at Difficulty 6.
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.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Glowing symbols form over the target with the location and colour determined by the type of augment (zippy would be on the legs, maws and claws would be on the arms and other unarmed weapon locations). the symbols settle on the target then vanish, whenever the augment is used symbols glow on the area (very slight glow),
.if the augments "Implanted tool" or "Pouch" are used they take the form of magical symbols e.g. implanted tool (clock) could be a symbol you activate to see a digital clock in your field of vision while Pouch could be a location on your body that when activated would let you reach into your self and pull out items you have stored (same mechanics as normal).
.sometimes a sigil might not be visible during its use if it is counter-intuitive e.g. an augmentation for stealth would not glow, an augmentation that helps with persuading people also wouldn't be very obvious maybe a slight glow in the eyes.
Exert your Mind and spend 30 minutes to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you due to inexperience when you roll a 1 you take a severity 4 injury as the magic lashes at you. Make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
Possession of this Power grants the following Trauma at all times: Nightmares (due to the magic not settling properly and interfering with the subconscious mind).
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Take a Severity-1 Injury 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.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.
You also gain the following effects:
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is considered a Free Action.
You also gain the following effects:
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: