Rodger's skin is meshed together absolutely, forming a barrier in addition to the hypertension of his muscles.
Exert your Mind (unless you are not Injured and have not suffered Mind damage today. Plus, you cannot activate this effect consciously, it instead activates at the start of each day) and spend an Action. Roll Perception + Athletics at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 9 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
In the line of duty of salesman tactics you need a good hand to point out things or move things around and shaking hands, this literally gives him a new arm usually attached to some side of the body as pieces of objects are ripped and slammed together to form the arm in a sense and akira like style.
Exert your Mind (unless you win a coin flip) and spend at least two Actions performing the following ritual: Pieces of whatever lies around form the extra limb onto Leons body, objects broken into pieces and slammed together to make an elongated arm that can form into a giant sword. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You gain an additional limb that functions as a standard human arm and hand. Lasts one hour.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Giant Sword.
Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.
Vita doesn't fully understand what Azazel is. She just knows that when people hurt her, he shows up. She doesn’t call him—he just comes. Every time someone lands a real hit, the air tears, the lights dim, and this giant thing—part man, part beast—crawls out of her shadow like it's been waiting down there, bored and hungry.
She usually just tilts her head, smiles a little, and signs “Uh-oh.”
Azazel doesn’t ask questions. He only understands one thing: if there’s fighting, he’s fighting. And if someone touches Vita? They go first.
As soon as Vita is wounded, a jagged rift rips through the space behind her. It smells like burnt copper and old incense. From it emerges a 6'2" figure: all twisted muscle, ritual scars, and a goat’s skull for a head, wreathed in shadow and bone dust. It doesn’t roar. It doesn’t speak. It just snaps to life and starts attacking everyone in combat range like it was summoned to punish.
Combatants feel it before they see it—like cold sweat dripping down their spine. Vita, meanwhile, just keeps skipping through the chaos, probably eating fruit snacks.
Azazel is a guardian spirit. Or maybe a curse. Vita doesn’t remember when he started following her—it was sometime after Bapha, sometime before she stopped having normal dreams. He never speaks. He doesn’t obey. He decides.
Some think Azazel is a punishment she unknowingly brought on herself. Others believe he’s a protective ward, a pact signed in blood and forgotten in sleep. Vita? She thinks he’s “kind of sweet.” He watches out for her.
And if that means he tears through a room the second someone throws a punch?
Well, that’s not her fault.
This Effect activates whenever Vita, Takes a severity 2 damage. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Summon a single Non-Sapient, Animate goat, headed goliath at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM, do not follow orders, and only act to to fight all Combatives. You may have at most one active at a time.
You may end this Effect prematurely as a Free Action.
You may only use this Effect once per day.
In one moment, Ally is angry.
In the next, the young girl twists, her face deforming, bursting into a savage, growling muzzle. Her eyes have turned entirely gold as bones crack and her form swells - her size nearly doubles. Her hands turn into paws, a large tail bursting from her back.
She glows almost incandescent with rage, and looking upon her causes a deep, paralyzing fear.
Exert your Mind and spend a Quick Action.
You transform into savage werewolf for 30 minutes. You have access to all of your Powers while you are savage werewolf, 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 2. Your Stress is reduced by 2.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Delirium - people who see you have a deep, instinctual, and occasionally traumatizing fear.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Take a nail - one from your bag, or one from your hand. Put it in your palm, and punch it through the drywall.
You drag out from the crumbling wall your lovely, lovely Elizabeth.
Spend a Quick Action.
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.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
David may change his skin colour to match his surrounding for stealthy situations.
Exert your Mind (unless you win a coin flip) and spend an Action to activate.
You are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 hour.
This Gift does not affect your clothes or equipment.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 2 and your Dexterity is increased by 2. 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).
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult 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.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
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.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
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 vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.