Kenneth opens his briefcase, taking out a scalpel. He takes a moment to carve into his face, and slice off the outer layer of skin to it - it cleanly comes off, there is no blood, and this is a practiced motion.
Another face simply replaces the empty spot.
The appearance is a vague facsimile to somebody he has killed in the past. These are, regrettably, organically sourced. Each appearance he dons, is a person he himself has killed.
Spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
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 cannot directly mimic an existing person. You cannot alter your clothes. 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 Kenneth taking a scalpel to his face, cleanly cutting it off, rolling it up, placing it in the briefcase, having his identity simply change before you, and perfectly blending in like nothing happened.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
Mansquito exerts his fighting spirit, causing his wounds to seal closed and allow him to keep fighting for JUSTICE! Takes a short time to charge up, which cowardly enemies may exploit to attack him.
Exert your Mind and spend 1 minute to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Brawl at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. 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.
David holds up a scrap of bloody Tshirt, and focuses on the memories of his dead son, calling his spirit to him. Bobby’s spirit appears as a flickering overlay on top of David’s body, and is raging. However, Bobby’s spirit looks exactly as his body did in the aftermath of the car crash that killed him.
Exert your Mind (unless you win a coin flip) and spend a Quick Action. You must actively and obviously use A scrap of the T-shirt Bobby was wearing the day he died. David will have one on his person, and a bunch of these at home from which he can requisition one over a Downtime. to activate this Effect.
You transform into Possessed by Bobby’s Ghost, obviously and visibly for 30 minutes. You have access to all of your Powers while you are Possessed by Bobby’s Ghost, obviously and visibly, 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. Your Stress is reduced by 2.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Bobby appears hovering and flickering as an outline over David’s form, looking exactly as he did the way he died: A 16 year old boy, covered in cuts and bruises, with lifeless eyes and a snapped neck..
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Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
Possession of this Power grants the following Battle Scar: Weak Stomach - Whenever you face an extreme or overpowering smell, you must succeed a Body roll, Difficulty 9 not to throw up.).
After the death of the most promising Zeta unit, Zeta 9, the program was retooled. Mass production became the main focus. After all, quantity is a quality all of it's own. The Zeta units are a mass produced combat android rarely seen on the battlefield. These special units have been modified to be launched from the Dawn Hammer in specialized drop pods from the roof of the vehicle.
These drop pods have been tuned to emit a haunting whistling sound as they fly through the air to the requested destination. When the Zeta units steps out of the pod, it's shrouded in a fog as the hydraulics that absorbed the impact release the pressure, making for a dramatic entrance, which is only amplified by the menacing appearance of the android.
Expend a point of Battery and spend an Action. This Effect cannot be used unless The Dawn Hammer must have access to the open sky. and The Dawn Hammer must be in Vehicle Mode for at least one turn. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The drop pod debris strikes the contractor, dealing a sev 4 injury and knocking down the contractor over..
Summon up to 3 Sapient Mass Produced Combat Android at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
Kaiza's eyes narrow, and her neck cracks with the sound of creaking metal as she rolls her head from side to side. She closes her eyes for just a second, and the metal plates underlaid with her skin begin to glow white hot. Steam seems to seep from her skin, and then a bronzish, oily-sheened liquid that must be blood drips from the seams where alloy meets flesh. She opens her eyes, and they glow with determination and electricity.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the metal within her skin seeming to burn white hot, and oily blood dripping from the seams where alloy meets flesh.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
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 cannot directly mimic an existing person. 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
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.
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.
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. Your target should be intuitively based on the triggering event.
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, Targeted, 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.