The user outwardly looks normal when not in use. When exerted, the body expands and contracts like rubber which can be quite jarring to witness.
You gain the following benefits at all times.
You are permanently and visibly transformed: Toon. You are considered to be a Sapient, Living being when targeted..
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Stretch Punch/Kick attack without additional equipment.
The Severity of any Injury caused by Slashing is increased by 2.
The beastmaster places a hand on the target and his eyes start to glow bright gold, then it spreads through to his head, down his neck through his shoulder, and down his arm to the target. From there the light spreads from where the beastmaster is touching the target to its head as it starts to fade from the beastmaster, once it has it starts to fade on the target until the last thing glowing are the targets eyes before they to fade to normal.
Exert your Mind (unless target is a Creature) and spend an Action. Select a Living target within arm's reach. You cannot target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Valentine's voice box has been changed to a more alien symbiote like configuration, it holds a wealth of more languages that Valentine can now harness with a few caveats here and there.
Valentine's throat and Adam's apple are visibly changed, the Adam's looks more like a trident now.
On inspection, Valentine's throat is black with light heus of pink.
Big league chew must be actively chewed on for the voice box to function, Darlin' doesn't like to work for free.
You gain the following benefits at all times. You must actively and obviously be using Big League Chew to gain the benefits of this Effect.
You may understand and communicate to humans as if you are fluent in a relevant language.
The outlaws been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times. You must actively and obviously be using a valuable looking locket to gain the benefits of this Effect.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
While Incapacitated, you may Exert your Mind to take a single action.
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.
Slippy slippy.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location within 200 feet of you.
You create a hemispherical dome of Slippery bug juice originating at the chosen Location, with a radius of 200 feet, and lasting for 2 hours. The area inside your zone is affected in the following ways:
You have an earnest desire to play games with people and make friends! Your intentions are so genuine that your honest words are apparent to anyone who hears them. The slightest glance at her leaves her stuck in your head long after she's gone.
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:
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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 4. Armor is fully effective against this damage.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.