As the transformation begins, the character's body convulses violently, bones cracking as they surge into a towering 9-foot monstrosity. Their skin tears apart, revealing sinewy muscles covered in coarse, brownish-red fur, each strand slick with a sheen of blood. The fur pulses with dark energy, emitting an acrid, unnatural smoke. Two long, jagged horns burst from their skull, curving slightly backward, their tips glistening. Their eyes blaze with a sickly, unnatural glow, and their mouth stretches into a snarl, revealing rows of razor-sharp teeth. The transformation culminates in a bone-chilling howl, a desperate sound that seems to tear the very air apart. Every step they take leaves scorched earth in their wake, as reality itself recoils from the presence of this monstrous, eldritch being.
Exert your Mind and spend a Quick Action.
You transform into an Eldritch Beast for 3 minutes. You have access to all of your Powers while you are an Eldritch Beast, 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 Attributes are the same. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: Fur armor (3 rating)
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 an eldritch, demonic and feral creature emerge from the bust skin of a formerly mild man.
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.
Possession of this Power grants the following Trauma at all times: Uncontrollable Anger.
By focusing, the Lucius may invoke ‘Michael’ in order to protect himself or others.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. Roll Brawn + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the abberated glow of white and the strings of it’s form combining into a shield.
Much like Aureate Mercy Vivian places her hand on a target causing a golden glow to flow into the target and for old wounds to glow. Scars and disfigurements seem to shift before your eyes, once healed no one could tell they were once there. Yet should Vivian slip up even a little she can force too much of her own personality into the target, causing conflict in the targets mind resulting in physical damage to the brain.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You cannot target yourself. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Cause a traumatic brain injury battle scar. Select up to four Battle Scars on your target to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Odd Toddy's skin begins to turn red, their muscles bulge, and their clothes are absorbed into them real nasty-like. Their head splits open and a goat head emerges. It's all really fuggin gross.
Exert your Mind and spend an Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into Goat-Headed Demon for 3 minutes. You have access to all of your Powers while you are Goat-Headed Demon, 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 2 and your Dexterity 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 -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Goat-like head, disgustingly vascular, nude, lacking genitals.
After a prayer to the goddess of Nature, his hands begin to burn. The burning and glowing stops and the target area begins to burn.
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use wood to activate this Effect.
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Billy Blitzen, after studying several martial arts, has developed his own style of Superspeed Kung Fu, allowing him to deal devastating strikes to his foes.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.