The Woods Walker has watched. It has seen. And now, it becomes more. Like them.
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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you stand upright like a scarecrow before folding over yourself and becoming more human-like.
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.
While disguised, you cannot use any Activated or Targeted Powers.
If the attacker wishes to kill the user then they must bargain with death through to kill this person
You gain the following benefits as long as When being attacked by someone he hates.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. While incapacitated, you can take one Action per minute, starting one minute after you were incapacitated. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + twice your Charisma, or if you take an Injury with Severity greater than twice your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Possession of this Power grants the following Trauma at all times: Experience of death.
Faira can lessen the wear and tear of the roads on anything she touches.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a non-Alien things that travel the roads. From shoes, to 18 wheelers. within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
Lou rips a single sticker off his face…and everything blows.
Exert your Mind (unless you win a coin flip) and spend an Action. You must use up Sticker in order to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Brawn + Firearms at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an Explosion, a big one.
With a bestial roar, Grace allows her affliction to overpower her. Her bones snap, her flesh morphs and tears itself apart, and ultimately, she takes the body of a monstrous, humanoid shark. After her transformation ends, she rapidly shrinks and shifts back into her regular human form.
(The image is unfortunately AI https://www.deviantart.com/chrisd19/art/Wereshark-968134116 but it fits well enough :-;)
Exert your Mind and spend a Quick Action.
You transform into a wereshark for 3 minutes. You have access to all of your Powers while you are a wereshark, 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 -1).
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 the brutal, visceral transformation of a shark monster.
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 Battle Scar: Gilled Stomach: The flesh of your stomach is lined and exposed like a shark's gills. Called shots against your stomach do +2 damage. If an attack hits you which could conceivably hit your stomach, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Benoit begins to mime as if there is an invisible box that he is trapped in, this box becoming reality and deflecting attacks that are dealt towards him.
Exert your Mind and spend an Action. Roll Dexterity + Performance at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. 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.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water 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.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
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.
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.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
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.