You've never seen so many beetles in one place, the hum of wings sounding nearly electrical. Upon closer inspection each and every bug is identical, and like no beetle you've ever seen.
Exert your Mind and spend one minute.
You transform into ________ 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. You may fly at your standard movement speed.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined. If you would die from Injuries sustained while transformed, you instead live, but the only action you can take is Reforming.
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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Her body eats away at itself from the inside, slowly revealing a swarm of beetles.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Through the use of clever rhetoric, Bill is able hold a brief conversation with people and inspire a surge of emotion in them.
Exert your Mind and spend one minute to activate. Select a number of Living targets equal to your Charisma within arm's reach as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with your targets. Make a Trauma roll when you activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Both attacking someone and being attacked will end the Effect.
This Effect is not obvious, and the only sign you are using an Effect is the subject matter of the conversation relates to the emotion he is inspiring. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Taku has now tapped into the strength his heros possess
You gain the following benefits at all times.
Your Brawn rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
Uzoma possess 3 traits that make him look close to a cat would usually do. A dozen blond whiskers that come through his nose bridge, a pair of fluffy ears that are seated where a normal set of human ears would be, and lastly, red stilted irises, like that of a cat or a snake.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: Roll self control when coming into contact with water.
Mountain Spirit’s Leap
When Stinky Pete focuses his mind to teleport, his form becomes momentarily blurred, like a mirage dancing on the mountain wind. His eyes glaze over as he attunes himself to the earth beneath him, feeling the ancient paths and hidden routes that only he can sense.
As he exerts his Mind, the very ground seems to respond, sending tremors through the soil, and his form flickers, bending reality as if nature itself is plucking him from one spot and dropping him elsewhere. To an observer, it’s like he vanishes into thin air with a gust of wind and reappears where he intends, the faint sound of shifting stones accompanying his arrival.
If in a mountainous area, this ability becomes even more dramatic. The mountains seem to call out to him, their ridges and peaks aligning in his mind like a vast interconnected web. For one minute, as he traverses the rocky terrain, each step resonates with an ancient power. When he decides to jump, there’s a sudden, sharp pull as the very fabric of the mountains folds, spitting him out at the edge of another range, no matter how distant. The terrain doesn’t just connect; it becomes an extension of his will, bending space and time as if he were an avatar of the mountains themselves.
Exert your Mind (unless when in a mountainous area) and spend 2 Actions. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait 1 full Round before activating this Effect again.
If you traverse any Mountains for one minute, you may activate this Effect and travel to the edge of any other Mountains that you’re aware of, regardless of range.
Archangels have the ability to appear to distant mortals and relay messages.
Thanks to the harbingers and some.. clever interpretations, Chamael can appear to a target he is familiar with in a flash of white light, and deliver a message.
The closest analogy, is 'tapping' into the Angels existing abilities and network.
Though the sound the illusion makes is that of Chamael's tongue, it carries with it a temporary understanding of the words spoken. He can't pay good attention around his body while he's having a conversation with someone far away.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless alternate form.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Gift's Cost is capped at 2 and cannot be increased further.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They 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 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.