Maze stands around 3 and a half feet tall, with brown and cream-colored fur topped with large ears, a little pink nose, and whiskers on his cheeks.
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Tail Swipe: Tucking into a somersault or spin he uses his tail to swipe it against someone, its softness betraying its damage potential.
You gain the following benefits at all times.
You are permanently and visibly transformed: Chipmunk. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
While in Forests, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You may make a +2 Weapon Damage Tail Swipe (Giant Axe/Kanabō) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Fear of Natural Chipmunk Predators.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Camilla has always possessed an uncanny connection to people. They say that the eyes are the window of the soul, and in Camilla's case, they quite literally serve as a direct gateway to her inner spirit-- an opening that allows her to more easily manifest the imagination and dreams that fill her head.
You gain the following benefits as long as you have your stark, tired brown eyes.
Your Charisma rating is increased by 2. 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:
The old wounds on your back tear open again, your wings sprouting anew in a spectral light. Their radiant albeit corrupted light allowing you to take flight once more. When not needed, the wound stays shut, and your wings no longer exist, but you can reopen that old wound and fly again if you need to.
You gain the following benefits at all times.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
Possession of this Power grants the following Battle Scar: Bleeding Wing Scars.
He roars out: the spectral image of a Lion embellishing his, as the Lion consumes and swallows him, before bursting inside-out, and where he stood...
The King Of The Jungle.
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.
You transform into Asian Lion of Legend: a Lion-Man of sorts, dressed in ancient mongol hunting attire. for 30 minutes. You have access to all of your Powers while you are Asian Lion of Legend: a Lion-Man of sorts, dressed in ancient mongol hunting attire., and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 2. 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 -2).
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Drayden roars out; his skin bursting and frame twisting as a mystical Lion bursts out from the inside, Out..
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.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. 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:
Step into a shadow (can not be your own) and instantly move to another spot within your range
Exert your Mind and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically. This Effect cannot be used unless there are at least 2 shadows (excluding your own) within range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a sev 2 and are stuck in the shadows for next 4 rounds (in combat) or 5 minutes (not in combat).
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
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-Alien, 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.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.