The Xenomorph hisses as their limbs tighten and claws elongate for proper grasping. The Xeno then whips it's tail around as it's dorsal fins lower and become shorter.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: The Xenomorph hisses as their limbs tighten and claws elongate for proper grasping. The Xeno then whips it's tail around as it's dorsal fins lower and become shorter.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
a blinding light that rains down form the sky and a creature is created out of the light and surrounding environment.
a blinding light that rains down form the sky and a creature is created out of the light and surrounding environment. these creatures are slightly different each time and resemble something between a dog, a lion and bird. they are fluffy and roughly lion size but slightly smaller. each person perceives the creature differently but they can make out the different animals thay make up this creatures form.
Exert your Mind and spend two Actions performing the following ritual: A stance and a Long incanetation. You must actively and obviously use His Master watch (literally any watch) to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Andgos 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.
Somewhere along the way, something fundamental changed about him. The things that made him human, that made him a person, he began to loose his grasp on them. Maybe it's just what the contracts required, maybe he had such a capacity for malice all along.
Letting his animalistic instincts take over, Goro forces himself into a fight-or-flight response. Adrenaline courses through his veins, his pupils dilating to match. As long as he remains in this state, his body seems to move of the way on it's own, dodging oncoming attacks with relative ease.
Exert your Mind and spend an Action. Roll Dexterity + Athletics at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
This Effect is not obvious, and the only sign you are using an Effect is your pupils suddenly dilate. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Trauma at all times: Feral - Whenever someone touches you without your express permission, you must roll Self-Control not to violently lash out at them.
Maria is engulfed in a wreathe of licking flames, and, with a terrifying whinny and a clattering of hooves, emerges as a nightmare. As a nightmare, she appears as a large black horse with dead, white eyes and flaming mane, tail, and fetlocks. These flames are not hot to the touch. She snorts black billows of smoke and has an otherworldly whinny that sends shivers down the spines of mortals.
Exert your Mind and spend a Quick Action.
You transform into Draft horse (nightmare) 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 do not have access to any of your 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.
As my blade goes against my palm the deal has been made. Rising from the void my minions summon ready to do my bidding.
Take a Severity-1 Injury and spend an Action. You must actively and obviously use My Sacrificial Dagger to activate this Effect.
Summon a single Imp 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.
"I think, I... I did this. I, I couldn't stop myself. It's my fault. I ruined everything. I betrayed the people who were kind to me. I don't remember why I did this..."
"I don't know. They aren't moving. There's so much blood. I'm sorry. I'm really sorry."
Three bodies were found in the Abnormality's Containment Unit. The Abnormality lost all memory of the incident afterward.
DAMAGE DURING WORK DOES NOT COUNT TOWARDS THE TRANSFORMATION.
This Effect activates whenever successfuly attacked by the Villain or you reach 4 mind severity. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. This Effect cannot be used unless REACH 4 MIND SEVERITY and QOH EGO IS FULLY WORN. 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 Magical Girl of Hate for 3 minutes. You have access to all of your Powers while you are The Magical Girl of Hate, 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 3, your Dexterity is increased by 3, and your Perception is increased by 3. 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 take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into E.G.O CORROSION. 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.
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.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: All Returns to Nihil. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You may only use this Effect once per day.
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.
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, 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.
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 Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into a vampire bat or a wolf 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 do not have access to any of your 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 Battle Scar: A disfigured face with bat-like ears.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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 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.