It's an identity crisis; who's really the real guy? Not even the guys knows.
Exert your Mind and spend an Action.
Summon up to 3 Sapient Pirate Clones at your location. They last until they move more than 150 feet from you or 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.
Possession of this Power grants the following Trauma at all times: Compulsive Liar.
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.
Due to a kink in the necklace the bear form is partially incomplete the bear still runs on two legs and his fur color is a slight teal color with blonde fur on the top of the head and around the tail and mouth region of the bear he is almost wearbear like in action
Exert your Mind and spend a Quick Action. You must actively and obviously use A Bear Claw Necklace to activate this Effect.
You transform into A grizzly bear for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. See the Extended System text for stats.
While transformed, you cannot use any equipment (excluding Artifacts and Consumables, which you can use), and you cannot use your Active, Direct, 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.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
You may only use this Effect once per day.
Skin and muscle peel off as bones reshape and adjust. Then the muscle falls back into place as the skin encloses the body, leaving a new person and a new outfit.
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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see skin and muscles peel off as bones reshape and adjust, before everything falling back into place as a new person.
This Gift's Cost is capped at 2 and cannot be increased further.
Jake tensed his body just as he was once instructed... before an overwhelming pain coursed through his body, feeling like he was burning alive from the inside out. He couldn't help but scream as he felt his back start to swell like a balloon, his skin darkening substantially as he held his head. He coughed up blood and bile as his arms began to unfold and expand, his skin growing soft and malleable - then the true horror began.
His body would swell and shrink, swell and shrink, like a mix between a bubble and a lung... And it kept growing. Eventually, it grew until it was twice his original size before unfolding into an array of flesh, bone, and blood, dancing and layering on itself as it took on a new, terrible form: his head was longer, like the Xenomorph if half of the back of its head was missing. His jaw opened and fell slack, easily going past a foot in length. His back was heavily arched into a slouching position as it looked incredibly swollen, spines protruding at random points from it as it's spine extended out before slowly retracting back in. Then there were his limbs... His arms were thin yet layered with muscle while his legs were spindly and long, his feet and hands now reduced to bone talons and claws respectively. Instead of a cry of pain, it let out a series of wet clicks before it's throat opened to reveal a flesh sack, which inflated as the thing let out a deafening roar, declaring dominance and a demand for bloodshed.
Exert your Mind and spend an Action to activate.
You transform into Abberant Humanoid for 30 minutes. You have access to all of your Powers while you are Abberant Humanoid, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
You do not suffer wound penalties while in your Alternate Form.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see His body twisting, stretching, and folding out like someone knitting his corpse into a new form..
Possession of this Power grants the following Battle Scar: The area of his chest where his heart is located is swollen, the veins around it inflamed and a deep red and blue, making it hard or impossible to hide..
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
You cannot speak any coherent verbal language while transformed and must resort to other means of communication.
As Jules equips himself to aspire to God hood he has small minions that can save his items and prepare the ritual. Those that are needed are the ring of power and the seal of Nephys. Those are more and more needed as he fears his own death and has trained his flying undead minion to rescue him in his time of need.
This Effect activates whenever incapacitated.. It does not require an Action or Exertion. This Effect cannot be used unless Shadows/Darkness. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Battle scar. You must actively and obviously use necklace to activate this Effect.
Summon a Flying Monkey's at your location, plus enough additional minions to bring you up to your maximum of 1 minion. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make melee range attacks with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
Your minion is able to Occult with a 4-dice pool.
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.
His body changed into someone completely different and suddenly he has no clue who he is.
Use up this small blue pill and spend a minute to activate.
You become disguised in a manner of your choosing. The disguise lasts for an hour and a half, 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.
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.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
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.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single roadie at your location. They will 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 1 minion active at a time.
You may only use this Effect once per day.
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.
Sometimes in the process, a little water will get lost, and the aquamancer may be a little hurt by the transformation.
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.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
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.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.