Temperance is bathed in the light of the moon, causing their form to shift and swirl into that of a warrior.
* Break beneath me.
* Your body will shatter.
* WHERE'S YOUR INFLUENCE?
* WEAK, WITHOUT YOUR BAUBLES AND TRINKETS.
Exert your Mind and spend an Action. This Effect cannot be used unless you are able to see the moon.
You transform into a pale man wearing ancient armor of crumbling stone for 3 minutes. You have access to all of your Powers while you are a pale man wearing ancient armor of crumbling stone, 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. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: A large great hammer and stone armor (3 armor)
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.
David will reach into a seam, and pull out a ghost of the departed alongside one of their treasured possessions. David will wrestle the ghost, taking their possession from them, and the covetous spirit will dissipate, defeated. If David fails his check, the spirit will instead jealously hold on to its item as it flees back to the temporary seam in the air, disappearing back to the realm of the dead. When the effect runs out, the item will seem to disappear into thin air, as it is pulled back to the realms of the dead
David did some digging into more…unrefined necromancy, following his last encounter with such magics on a job. By using his spirit cellphone (see Thomas Edison’s spirit cellphone) to consult with a few ancient spirits of infamous necromancers past, he was able to learn a ritual to “plunder the treasures of the underworld”.
Exert your Mind and spend 1 minute.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Brawn + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Theft from the spirits of the dead and the injured, creepy as hell appearance of the ghosts of the departed.
From the ashes of despair a God appears before you. Anubis has returned to deal death and destruction in the name of the Goddess. The bearer of the ring transforms into a God like figure and is able to cause wanton destruction around him.
Expend a point of Battery and spend a Quick Action. This Effect cannot be used unless you are fully within shadow.
You transform into Jackal-Headed Monster for 30 minutes. You have access to all of your Powers while you are Jackal-Headed 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 Attributes are the same. 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 -2).
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.
When the arm is activated, it is not yet switched on. Simply a functional cybernetic arm painted orange and black, a handle positioned on the forearm. Once the switch is flipped, the chainsaw bursts forth, sterilized and prepared to kill.
Doctor John Klyzac had lost his arm when he'd gotten into a near fatal car accident. This had taken him out of his job, leaving him without help and guide. But when Primus had arrived, they offered him a deal
Give us medical service, go on contracts, and you get your arm and your job back.
Exert your Mind and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Industrial Chainsaw (Greatsword).
You may turn this Effect on and off at will during its duration.
Your body provides you with the functionality of Surgeon's Tools. If used to attack, these "tools" use the same stats as a small knife.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
Possession of this Power grants the following Trauma at all times: Hunger for Blood - When activating the switch on this power, make a Self Control roll. You must use it in some way shape or form to shed blood within the result's number of rounds (such as attacking someone or performing surgery). If you do not do this, you must make a trauma roll.
Rob plays a jazz tune on his saxophone, and spontaneously creates another instrument out of thin air.
Exert your Mind and spend 1 minute. You must actively and obviously use a saxophone to activate this Effect.
Choose a specific type of instrument which could fit inside a large luggage bag (up to 75 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Charisma + Performance to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The bearer of the Ring of Dreams raises their hand up and open wide as if holding a large spherical object, as gold flecked shadows of deep purple pour like water from their open palm to the ground below. With the firm closing of the bearers hand into a fist the shadow coalesces into tangible form, appearing to each observer - a different shape and appearance, that of their deep-seated fears, or the closest physical manifestation of them.
Be they real or imagined, physical, or metaphysical, the fears of the onlooker rise from the inky mist into a shape recognizable. Each form uniquely tailored to the onlookers subconscious. The golden flecks of dust expand and cover the beings' surface with color and texture to better align with the illusion. In truth, the being is nothing more than a homunculus made of Oneiromantic magic, bound to the ring and the will of it's master. Shapeless in nature, the creature lashes out with tendrils and pseudopods that extend from its mass, which stays whole and moves as one entity, creating leg like appendages and stepping to the stride of the forward leg or legs, as the previous legs are reabsorbed into the mass.
Exert your Mind (unless you win a coin flip) and spend an Action.
Summon a single Nightmare spawn at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a being composed of their subconcious fears.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 1 and your Dexterity is increased by 1. 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 -2).
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
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 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.
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.