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.
Yuri's screams out in pain as their body breaks and deforms into a Wendigo
Exert your Mind and spend a Quick Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into Bloodied Wendigo for 30 minutes. You have access to all of your Powers while you are Bloodied Wendigo, 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. Your Stress is reduced by 2.
Your body is adapted to Hiding. You receive +3 dice on non-attack rolls related to Hiding.
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 His skin and bones break and deform into large Wendigo creature. Blood bursts out and bones crack.
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.
Skin twists, blackened veins pulse, joints pop - too many joints on that finger, take one away.
Eyes too bright, too focused - deaden them.
Stare into them and you find your skin raising despite your common sense. Your gut screams danger, but your friend looks at you with a smile.
Too wide.
That to destroy earth's music is to create confusion;
that to wreck her appearance is to blind us to beauty;
We indulge her children within us.
Spend a minute to activate.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see black veins pulse, and skin slacken and fold away.
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.
Grace lets herself tilt back like a trust fall. As soon as her body is slack, Obedience can take over full support and lift them to where they need to be. Her hair and scorched dress billow up around her slightly, and the glow in her eyes becomes more vibrant.
Actions in this state must be led by Obedience, since she's doing most of the work to keep them afloat.
Chamael was the inspiration- spending time with him had them jumping off a hotel bed, determined to fly just like he could. Cham was neither happy nor impressed.
Exert your Mind and spend a Free Action. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. 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:
Momma Ettu can verbally summon a 'Bogeyman' by verbally implying one is present and a danger, through story or statement like 'There's a bogeyman in these woods' or 'Ive heard bogeyman... " Etc.
Immediately after, a bogeyman imp-like creature will appear from somewhere out of sight (behind a tree, or around a corner or something when possible, but directly behind them if no other options are available within 15 feet or so). They follow Ettu's lore given during the summons, although she can always change the story. They will always attempt to approach stealthed, and hunt as a predator would- lunging when the target is distracted, when they're spotted, or when they manage to get close enough to catch the target unaware- where they will promptly lunge at the targets throat or chest area.
https://imgur.com/gallery/S9qdw2L
Bogeyman are notorious for being able to find you, no matter how far you run. (They can attempt to track people, somehow, despite lack of obvious eyes)
She was inbued and taught to control and invoke existing spirits by her family as a child. She works with bogeymen because not only are they vicious, but every moment they're under her control, is a moment they're not hunting children to eat.
Exert your Mind and spend an Action. This Effect cannot be used unless Someone must be around to hear her imply that bogeymen are here, and someone deserves it.
Summon the one and only Sapient A toothy round monster, mostly consisting of a giant mouth and tiny body at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
The user is disassembled and is transferred into a separate plain of existence
Exert your Mind and spend an Action.
You phase out of reality for up to 4 Rounds. During this time, you cannot 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you see the user disassembled layer by layer.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend one minute. You must actively and obviously use a cell phone to activate this Effect.
Summon a single goon at your location. They will last 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 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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion.
You transform into small 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, 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.
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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.