Gregor downs a mouthful of four thieves vinegar, stimulating his disease and giving him the ability to sense diseases and debilitating scars, and those that carry them.
Exert your Mind and spend an Action. You must use up a mouthful of four thieves vinegar in order to activate this Effect.
You automatically detect all animates with diseases and animates with battlescars 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.
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.
Wick is always accompanied by Sif, no matter what happens.
Not even death, nor different worlds, can separate these two.
Exert your Mind and spend an Action.
Summon the one and only Sapient Hellhound at your location. They last until they are destroyed They are controlled by you. They will attack any Forest Monster targets they encounter immediately and will ignore your commands to do otherwise. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
As I finish burning, I exhale the smoke in a ring that floats toward the damaged flesh. It surrounds it for a moment, then sinks into the skin. As it does, the scar begins to heal, and the impossible is made possible through drug use. I hope I don't have to make a habit of this.
Use up this cigarette and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
When he realizes something bad is about to go down he is able to act upon it, and be the first one people acknowledge. As soon as something does go down the user is transformed into an incredible hero, he has to take down the baddies! A mask is formed over his face from the shadows and the suit is there when he rips his buttoned up shirt off.
Exert your Mind and spend a Quick Action.
You transform into A Superhero for 3 minutes. You have access to all of your Powers while you are A Superhero, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 1. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
While transformed, instead of your normal clothes and equipment, you are equipped with: Black Suit with a T in the middle
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: Heroism: You are a hero and you know it. (Make a Self-Control roll anytime you could rescue or save someone, but choose not to; this includes running away or fleeing endangering situations.
A holy light bursts, and an intro sequence starts.
Exert your Mind and spend a Quick Action. You must actively and obviously use Holy Cross to activate this Effect.
You transform into Holy Gundam for 3 minutes. You have access to all of your Powers while you are Holy Gundam, 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 Attributes are the same. Your Stress is reduced by 2.
Your body is adapted to Defending. You receive +3 dice on non-attack rolls related to Defending.
While transformed, instead of your normal clothes and equipment, you are equipped with: Full Body Armor, Full Tower Shield, 3 Javelin
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.
Oswald's body becomes more cartoony as thick outlines surround his body. His body becomes smaller, around 2ft.
Exert your Mind and spend an Action.
You transform into Cartoon Oswald for 30 minutes. You have access to all of your Powers while you are Cartoon Oswald, 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 Dexterity is increased by 1 and your Charisma is increased by 1. Your Stress is reduced by 2.
Possession of this Power grants the following Trauma at all times: Cartoon Logic.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
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 beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
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 one minute. You must actively and obviously use a cell phone to activate this Effect.
Summon a single goon at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
You may only use this Effect once per day.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), 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.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
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.