Using Substance B has rendered Mary-Anne susceptible to an inhuman transformation, dense cells packed and ready to flood her system with concentrated power when adrenaline rushes through her body.
Exert your Mind (unless you win a coin flip) and spend an Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into The Monster for 3 minutes. You have access to all of your Powers while you are The Monster, 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 Dexterity is increased by 3. You do not suffer any Stress while transformed.
Your body is adapted to running. You receive +3 dice on non-attack rolls related to running.
If you take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into an even larger beast. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends. Cooldown 1 day.
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 a transformation into a monstrous, bestial form.
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.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Sal scratches a bit at the skin of his face, pulling back enough to give him something to peel. Then he peels his face off, shedding his skin like a snake.
Among the gifts of the Ouroboros is that of rebirth, choosing a new self, and new future. Sal can shed his skin, and for a short while be reborn.
This is a continuation of his body shifting. Becoming more snake like. As part of this, his ears have shifted. The flaps on the outside are just appearance. His real ears are internal, like those of a snake. This has resulted in worse hearing.
Spend 2 Actions.
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, hair, eyes all fall off and onto the ground, as your body sheds it's previous form to take on a new one..
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Battle Scar: Internal ear: You suffer a -2 dice penalty to any roll which benefits from hearing. You cannot distinguish the words of others in loud situations..
This Effect ends if you take an Injury or are stunned or incapacitated.
My nails burst off and claws grows out and takes its place. My skin rips off as hide and fur grows out. Small antlers burst out of my head and sprays blood everywhere. All my limbs extend as my bones snap and fuse back together. My mouth elongates and turns into a snout. while my teeth all fall off and sharp fangs take its place.
Exert your Mind and spend at least two Actions performing the following ritual: antlers gouging out of his skull, a toothy maw jutting out as his teeth's roots grow and detach, claws "stabbing" out of his nails, Fur growing all over his body. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into Pseudo-Wendigo for 30 minutes. You have access to all of your Powers while you are Pseudo-Wendigo, 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 body is adapted to Hearing, Smell, and Sight. You receive +3 dice on non-attack rolls related to Hearing, Smell, and Sight.
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 Lot of Blood and Bone snapping.
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 cannot speak any coherent verbal language while transformed and must resort to other means of communication.
You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.
This summon will manifest creatures resembling a human skeleton. Once casted by weaving specific signs, these summons rise from floor through a circle of light.
When activated these undead will follow each and every command to lacerate their opponents with their dagger as they can't care for themselves.
Exert your Mind and spend an Action.
Summon a single Skeletal Servant 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 2 minions active at a time.
A tragedy unbespoken, sound of steel crashing steel followed by the shrieking hymn of burning rubber on pavement. Five people . Scattered and broken like glass, a mother clutching her cub, stabbed through by a branch from a lone tree, the cub sound asleep breathless it's head craned backwards hanging by a strecth of skin from . The father, bent on the board,his head resting in a crimson pool of his own blanket by shards scattered and struck. In the other vehicle, a man in the back sits exasperated, eyes dilated, head bleeding and skin torn from flying glass. He peers to the front seat and saw his driver was gone. Outside a blackened sillhoutte walks to the backseat, opens the door on his passenger's side. Now basked in moonlight the passenger see's in blurred lenses the face of his driver. Eyes darting everywhere the passenger catches glimpses of the drivers wounds, his face, the lacerations all closed harmoniously as shards big and small fall from the closing wounds glittering in the moonlight like diamonds then darkness.
Exert your Mind and spend 1 minute. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Project Gleipnir's attempt to make the monster's monster resulted in this. A horrifying centipede creature, who's sole purpose is to consume and gorge himself on other shifters and monsters in general.
Many limbs burst from his flesh, he gets stronger, faster and larger.
Exert your Mind and spend an Action.
You transform into centipede monster for 3 minutes. You have access to all of your Powers while you are centipede monster, 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. You do not suffer any Stress while transformed.
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 you transform into a horrifying centipede 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.
You may only use this Effect once per day.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. 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 may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch 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).
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 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 phase out, you may bring up to 1 additional target in arm's reach with you.
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 Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.