Zephyren has always been hyperaware of his surroundings - when this effect is active he's so supernaturally high-strung that he doesn't ever seem to stop moving, even when his feet are planted on the ground. This somehow keeps him safer from attacks, though in this feverous anxiety, he isn't able to do much else.
On protective measures:
Quick decisions save lives, and Zephyren's decision is to panic and flitter around like a bird with clipped wings. It's not that noticeable but people can probably see it if they look hard enough. It varies in effectiveness each time, and he's not happy being put into such a turbulent state of inertia, but what can he do about it? This is all just to survive. Can't fulfill his promises to himself if he's dead.
On fevers:
Zephyren always feels like he has a fever whenever he gets anxious - his face heats up to the point even he can feel it, and he knows that his face must be incredibly red. It feels like he's in a dream, a trance, he's not really in control of himself, but he sees everything happening and it's all incredibly overwhelming.
On inertia:
Is it because he recently learned of this term, or is it because a phoenix's cycle is in perpetual motion? Is this a manifestation of that? He doesn't like this one bit.
Exert your Mind and spend an Action or Reaction. Roll Perception + Occult 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.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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 Zephyren's movements become extremely twitchy. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Smith's hands glow red, surging with heat, as he molds and shapes a lump of raw iron to his wishes, shaping it into whatever he can imagine. More complex shapes are more difficult for him to mold, but the quality of his work is undeniable
Exert your Mind and spend 1 minute to activate. You must use up Lump of Raw Iron in order to activate this Effect.
Choose an Object which could fit inside a messenger bag (up to 10 liters). It cannot be Alien and must be relatively basic. You cannot create explosives. You cannot create firearms.
Roll Brawn + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Created item lasts 1 hour.
You may keep up to three fabricated objects at a time that do not expire after an hour.
When Dr Jenna Harkness uses this ring her body shimmers as if light was passing over glass. She is transparent and can not interact with objects in the world.
Exert your Mind and spend an Action to activate.
You become intangible for the next 1 minute. Once you revert to your solid form, you cannot use this Power again for 1 hour.
While intangible, you take no damage from physical attacks, and many Effects will be unable to interact with you. You cannot use any of your own Gifts. You cannot touch or interact with things in the physical world.
You may “drop” any intangible items which are on your person. They become tangible again once you have let them go.
You may end this effect prematurely as a Free Action.
By eating the flesh of humans, Edgar can adopt there likeness for a time. This is a physical transformation. If he uses any powers using his Ghoul physiology, the adopted likeness shreds where this occurs.
This is a spell gleaned from fragments of Cultes des Goules, a book written on the Ghoul Cults of 16th Century France. The process is both painful & horrific, as the flesh of the target is consumed, the body of the imbiber flows like wax, melting into it's new shape.
Frequently Used Identities
Ephraim Powelton, ACSC Administrator
Galam mac Rath (Son of Fortune), Pictish King
Timmy Donner, of the Donner Party
Will Langman, AKA "Chicken," Cancerous Biker
Casey Thornton, Adventurous Camp Councilor
John "Jocko" Milligan, Catcher for the NY Giants
John Cardigan, Ghoul Slaver
Martin Wheeler, the Demon Delir
Allena, Pastel Goth Shadowmancer
Jeremy Wesley, Fiedish Accountant
Old Man Jules, Blundering Thief
Exert your Mind and spend a minute. This Effect cannot be used unless you are assuming the form of someone you have previously eaten. 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 become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 may directly mimic the appearance of a specific individual. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. 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 your flesh run like hot wax, the faces of those you have eaten in the past bubbling to the surface & vying for control.
This Effect ends if you take an Injury or are stunned or incapacitated.
You are a beast of legend, long thought to be extinct, and now it shows.
Exert your Mind and spend an Action.
You transform into 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 cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. The equipment you are wearing does not transform 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.
You may only use this Effect once per day.
Lavender holds out seeds and throws them to the ground. As they slowly dissolve into the Earth below them, they transform into _______ with cracking and shaping bones and flesh.
Exert your Mind and spend one minute. You must use up a handful of seeds in order to activate this Effect.
You transform into a bob cat or any region-appropriate medium-sized animal 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 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 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.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of 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 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.
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 aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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.