The skin begins shifting into the skin/fur/scales of the animal in both texture and colour. At the same time, the body slowly morphs into shape.
Exert your Mind and spend an Action.
You transform into Go Native or any region-appropriate medium-sized animal 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. The equipment you are wearing does not transform 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.
You may only use this Effect once per day.
Boogars commands every stage with his sinister charisma. His eyes glint with macabre humor, showing fleeting, eerie images of tormented children that draw audiences into his unsettling world. His grotesque antics, twisted jokes, and chilling presence ensure no one can look away, captivated by both horror and hilarity.
You gain the following benefits as long as you have your Children in his Eyes.
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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Zephyren stares intensely at the target, whether or not they share eye contact, as though they'd explode if he looked for long enough. They don't. Instead, they feel an overwhelming heat wash through them, sapping all their hydration before their body could filter it out. Supernatural steam rises from their body despite the fact that this wouldn't physically harm them. They eventually pass out as their body uses up all its energy.
On heat exhaustion:
Zephyren's experienced it before, but at first he didn't understand what it meant or what it was supposed to feel like. He felt foggy - nothing really made sense, he couldn't register what was being said or what he saw or even count numbers. Simple tasks were overwhelmingly difficult as everything looked far too clear and bright, yet he couldn't see at all. At times he was on the brink of passing out. He couldn't even stand upright. His brain was getting cooked from the inside out. This gift won't necessarily harm someone the way real heat exhaustion would. It's... the one form of kindness he can give.
On glares:
He feels a shiver down his back whenever someone glares at him too intensely. It never ends well, so Zephyren's body instinctively prepares him for the worst. Sometimes it even feels as if he's shutting down completely, and it scares him. Yet here he is, doing it to someone else.
On sleep:
When was the last time Zephyren's had a good night's sleep? He's inclined to use this on himself each night just so he could quell the thoughts of everything he could've done. But that would be giving him an easy way out - this is something he has to deal with on his own, without the help of magic gained from fulfilling heartless jobs.
Spend an Action. Select a Living target within 30 feet. Roll Perception + Occult at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Will uses a magic incantation to cast a spell persuading the other party to do what he commands.
Exert your Mind (unless you win a coin flip) and spend three Actions performing the following ritual: Must carve, paint, and speak a short runic word. Select a Sapient target within 20 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Communicate a command to your target. Roll Charisma + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
Everyone around looks at you with a new perspective, taking you words as if golden silk. It can cause headaches, and lairs cause annoyance.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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:
The fusion core replaces the need for nutrient intake or nightly shut-down, but it still needs oxygen to burn.
You gain the following benefits at all times.
You no longer require any food, water, or sleep in order to survive.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.