Oh shit!!! Deviantart in 2010s called and they said ‘wowzers so kawaii!!’ You’re a cute as a button catgirl but with all the ferality of a street cat. Luckily if you wear a headband most people will think you’re just a really dedicated furry. Doesn’t explain the tail wag or the ear twitches though. Hit them with the nya~ :3
You gain the following benefits at all times.
You are permanently and visibly transformed: catgirl. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1 and your Charisma is increased by 1.
You may make a +2 Weapon Damage Claw (Dex+Melee) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Vengeful.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Adrenaline surged through Luciano's body, either a fight or flight reaction from the increasing pace of the footsteps behind him, or out of fear as he recognised the all-too familiar oily lining that began to coat his throat; a premonition of what was to come.
An unnatural pressure forced his head to lift upward and turn his eyes skyward, his mouth pushed open by an internal presence so severely that his upper and lower jaw no longer remained connected by bone, and instead merely by the stringy flesh and muscles that lie there.
All signs of where there had once been teeth and a tongue were now concealed by the dark glistening of a beak that lay much further into the unnaturally sized maw, and launching their way past said beak with freakish speed were a group of 8 tentacles: pushing impossibly through the narrow space as if fighting for freedom of Luciano's body, each about the width of his own leg.
At once, they all finally found their majority exit from his body, snaking around his form and pushing down onto solid ground in a spider-like formation, their length necessitating that Luciano's feet now floated off of the ground.
And then, the horrid octuplet mass began to gallop in unison, kicking up dust as the monstrous flesh at once became only a blur on the horizon
His father was a Gen-Wyld operative with a bunch of Cuttlefish DNA implanted into him that made him all Squiddy, grafted tentacle appendages and gills and what not. Enzo probably shouldn't have been allowed to procreate, who knows.
I'm sure that no further horrific changes will result from the unmonitored mutation and growth of a Trans-Sepiidian Blossom. Unfettered scientific progress my beloved
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 150 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 150 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.
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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Luciano's jaw rip open into a squid-like maw, eight freakishly-large tentacles dragging their way out to the floor, lifting him a foot off of the ground so that he may run on them like a spider.
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
Upon concentrating on someone's injury for a extended period of time, The Wendigo can force himself into a feeding frenzy in a moment of desperation, undergoing a transformation into a beast of terrifying origin. The cracking of bones and the stretching of skin as dark black fur grows and covers the head. His legs snapping into a more animalistic style, his skin on his skull seemingly vanishing as the bone forms into a nightmarish representation of a deer skull.
Nobody likes the sound of bones snapping, let alone watching such a thing happen. Watching someone be forced to contort in painful and unusual ways as their bones rearrange is something no man should see.
Exert your Mind (unless Seeing someone with a Severity 4 or higher injury) and spend an Action.
You transform into The Wendigo for 30 minutes. You have access to all of your Powers while you are The Wendigo, 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 Watching a man turn into a beast mostly know in legends, hearing his bones snap as they stretch into a new form, its not meant to be observed..
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.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Mikey is especially adept with wielding handguns. He is able to draw them with blistering speed and precision. His quick thinking is able to aim for weak points in his targets defenses. Handguns he fires will only make a noise if he allows them to.
You gain the following benefits as long as engaged in combat with Handguns.
Your attacks with Handguns deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
The Assimilator opens their mouth in a silent scream, their body undulating and shuddering, morphing to match the desired form.
Exert your Mind and spend 2 Actions. This Effect cannot be used unless you are possessing a host.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 may directly mimic the appearance of a specific individual. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your flesh and skin split apart before mixing and slapping back together as a different person.
Possession of this Power grants the following Battle Scar: Bane: Fire - You are weak to a specific material or type of attack. (All Damage you take from [Fire] is increased by 1 and ignores any non-material Armor you may have.).
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.
Possession of this Power grants the following Trauma at all times: Alien Isolation - Paranoia.
The user chooses a target, and creates a rip in the fabric of reality to inflict damage to the target.
Spend an Action. Select a Living target within 45 feet. Roll Intellect + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's material Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see user ripping apart reality itself to damage the target.
This Gift's Cost is capped at 2 and cannot be increased further.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
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 units of water 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.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
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.
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 Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.