You hear bones bending and cracking. The skin pulling, transforming into something else, before it is completely covered in black fur. If she wasn't large and towering before, now she sure is. Her face is contorted in an unnatural and beastly way, forming a muzzle just like a wolf, covered in black fuzz and fur; the same goes for her ears, the flesh and cartilage shifting position and becoming something more dog-like. The scars she had on her nose, eyebrow and cheek remained, as well as the rest of her body. She is now over 2 meters tall, and her muscles are larger, stronger, and covered by fur and torn clothes. She grew a set of claws adorning her now bigger hands, but the palm of her left one has a noticeable moon-shaped scar. Her yellow glimmering eyes stare into your soul and tell you she's eager to spill blood. Her muzzle contorts into a grin, exposing her large canines: she's ready to fight.
The harbinger's "little shop" was full of powerful stuff for sure, but she deemed it all useless and she felt lost. She needed more power, she needed it to kill them all. But she didn't know how.
And then the strange man came to her with something in his hands. "This might help you. To quench your thirst for blood. To take revenge. To kill all of them just like the animals they are." It was an abnormally large wolf skull, but there was something off about it. He took a canine out of it and handed it to her. She knew what to do the moment she felt it in her hand. So she pressed the large tooth onto her skin, which already started to drip blood, and she cut her left hand with it. She felt the power flowing through her blood, her body, her soul. She was cursed, but now she had the means to fullfill her vengeance.
Exert your Mind (unless you win a coin flip) and spend an Action.
You transform into a Werewolf for 3 minutes. You have access to all of your Powers while you are a Werewolf, 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 and your Dexterity 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 -1).
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.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night..
Blke holds his necklace chains straight from hell wraps around his cloak heat starts to rise as the Phoenix tries to fight it and cries of pain from the hell flames, a heart wrenching cry of absolute agony, but once it fails, the chains starts dragging an instance of the Phoenix power out of the cloak. A small Phoenix with chains all around him as he is forced to submit to blake.
Remark:the Phoenix comes out from a Phoenix tattoo on the cloak, and when it dies it turns into flames and goes back there
Exert your Mind and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you an enemie Phoenix spawns ith the sole goal of kiling blake. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Summon a single Phoenix at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the cries of pain from the Phoenix.
You may only use this Effect once per day.
Your ribcage and head bisect, revealing endless rows of teeth before stretching unnaturally and devouring your target in a single bite.
Exert your Mind and spend an 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 any targets in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 3 things at a time.
Animate targets may Resist being stashed. You must Exert your Mind to stash Sapient targets.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your ribcage and head open like a demonic mouth before devouring the target.
Possession of this Power grants the following Trauma at all times: Nightmares.
A black rock with the symbol for "kimi" (Mayan symbol for death) heald by the caster releases a black smoke as they pray. the smoke solidifies into a solid obsidian skeleton once the prayer is completed.
When the skeleton attacks a ranged target they shoot obsidian arrows from their hands
Exert your Mind and spend an Action.
Summon a single Non-Sapient, Animate Obsidian Skeleton 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 one minion active at a time.
First he shoves up a amount of tabbaco on artifact,he takes a breath in.
And the let the smoke out.
In a blink of an eye he makes an all out sprint and before the smoke has chance to fade away,he is already miles away.
Exert your Mind and spend an Action. You must use up tabbaco in order to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 150 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 150 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.
If you perform an all-out Sprint while this Effect is active, all Attacks targeting you suffer -3 dice for the next Round.
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
For just a couple of moments, the changeling focuses and runs her fingers over the areas on their body they are changing, over which a shimmer like a heavy dose of glitter (that mysteriously doesn't get EVERYWHERE) appears over the affected area and is absorbed into the body as it changes to the desired effect.
It takes a lot of concentration to keep going currently and reverts instantly if they are hurt during their concentration, but as they grow in skill, this will likely no longer be necessary.
Spend 2 Actions.
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. You may add inhuman features to your disguise. 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 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.
Possession of this Power grants the following Trauma at all times: Half-fey (must make a self-control roll to tell a lie or deliberately break a promise).
While disguised, you cannot use any Activated or Targeted Powers.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
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: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single roadie at your location. They will 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 1 minion active at a time.
You may only use this Effect once per day.
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.
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.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.