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. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
Possession of this Power grants the following Trauma at all times: Alien Isolation - Paranoia.
His muscles harden, his mustache stiffens, and a ambient light seems to coalesce around him, giving him a slight sparkle.
Exert your Mind and spend an Action. 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.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
River extends an inhumanly long tongue, often spines, sticky, or tipped with talons. He wraps it around the item and swallows it whole. Later, he can regurgitate it in tact. His has descends / morphs temporarily into a maw to swallow too-large of items.
Spend an Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached. You may Exert your Mind and spend an Action to stash items in others' possession, but they automatically notice that you stole the item.
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.
Possession of this Power grants the following Battle Scar: weak stomach. Failure regurgitates item.
Possession of this Power grants the following Trauma at all times: Compulsion to eat delicious food.
After drinking the red fluid hell fire burns off the injury.
Use up this Crimson Drink and spend 1 minute. Roll 7 dice at Difficulty 6, dice penalties do not apply.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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 user will slowly pour a gallon of water into the glove slot, somehow all of it being absorbed inside of it as the glove then slashes the user's hand open, and with the needle tool, drip some blood into the slime-water concoction, causing a volatile reaction that creates a Slime-bat similar in appearance to Aira's slime, Lavender. In fact, it is literally a clone of that slime created from a small portion of the original.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you a ball of useless grey goo appear and a slime that speaks nothing but unneccesary talking, LOUDLY.
Summon the one and only Sapient Slime-Bat at your location. They last until they are destroyed They are controlled by you. This Artifact may have at most one minion active at a time.
You may end this Effect prematurely as a Free Action.
If killed, you cannot re-summon your minion until after your next Contract.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Harriet shuts her eyes as her shadow begins to change shape. Becoming vague and undefined as three figures climb out of it.
Harriet's oldest companions are beings of Edge and (now) Heart. They fall under the domain of The Lionsmith, thanks to their time spent spent with Harriet and her dedication to over throwing the status quo. They eventually gained a small amount of Heart, born from the emotional connection Harriet has fostered with them.
Their forms are reflective of what Harriet pictured as the perfect protectors, to keep her safe from all harm. They do not always succeed, but they always try.
They each appear as Arthurian knights, their shadows inky and ever shifting. Though to the untrained eye, they simply look like comic book characters brought to life.
Harriet knows this well.
Exert your Mind and spend an Action.
Summon up to 3 Non-Sapient, Animate Knight made of ink and shadows 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 but will follow any commands you give. You may have at most 3 minions active at a time.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
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.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.