Lizzie body shifts, body shrinking or growing, as her bones shift to be in position the animal's equivalent bones are in. Her equipment and clothes become clothes or feathers.
Lizzie becomes an animal, specifically, the last one she touched.
Exert your Mind and spend an Action.
You transform into the last Creature you touched until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you may speak and use any Influence or Communication Powers you posses.
Jebadiah flicks two flaming ace cards that immolate revealing Cain And Abel.
Spend a Quick 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 Cain And Abel 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 several patches of darkness covering Jenny's skin can be persuaded to crawl into her pores, go into her body and prop up rather impressive changes to her physical form. The shadows very much dislike it, but they can be convinced with time and will: some make-up and some talent later and you'll find a whole new person.
Exert your Mind and spend a minute. You must use up a makeup kit in order 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 cannot alter your clothes. 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.
A shiver wracks Grace and Obedience’s body and a faint blue glow illuminates the overlapped eye tattoo on their left temple. They have a moment of vertigo as their consciousness is pulled back and forth from beyond the “veil” to see who else is there.
The girls’ power continues to grow with their search for the mess they made by opening Pandora’s Box. They’ve already gotten ahold of the feeling they get when they know they’re headed towards a spirit of interest; they’ll be able to conjure up that feeling again from now on.
Exert your Mind and spend an Action.
You automatically detect all Spirits within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no Spirits targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Even if there are no Spirits within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
Any Spirits detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 300 feet of you.
The neckerchief, unrolled, is designed to be the perfect size for use as a triangular bandage for first aid. This neckerchief, well seasoned with being near Bu Fang when he was cooking with Squid and cuttlefish, this leads it to developing and taking on the aspects of such creatures. Taking it and wrapping it around the wound, the injury and scar starts to feel ticklish, then it starts to visibly heal and restore itself to its original state, though there is a rather intense itch for that moment.
Exert your Mind and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
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 jerboa splits, its body growing, shedding, and growing again. It only stops because it wants to. Children cower at the sight of it, grown men weep, woman faint. The Jerboa has hands. God has forsaken us.
Exert your Mind and spend an Action.
You transform into Child Sized Jerboa with Hands for 30 minutes. You have access to all of your Powers while you are Child Sized Jerboa with Hands, 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: Red Barret, Jerboa AK, Bandolier with extra mags, and a lit Cigar.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a Child Sized Jerboa with human hands.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
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 beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
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 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.