The Forest Monster

3
The power to temporarily transform into a monster.
Used by Jolly, Created by David.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see the way your body twists and contorts to handle your new strength providing a rather disturbing display that makes you seem monstrous in a way that no one can ever see you as human again. )

Your body changes into a more monstrous form, your limbs growing longer, your teeth becoming sharper and your body becoming a more effective vessel for hunting


Exert your Mind and spend an Action.

You transform into a monster for 30 minutes. You have access to all of your Powers while you are a 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 Perception is increased by 2. Your Stress is reduced by 2.

Your body is adapted to climbing. You receive +3 dice on non-attack rolls related to climbing.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the way your body twists and contorts to handle your new strength providing a rather disturbing display that makes you seem monstrous in a way that no one can ever see you as human again.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Community Power Gifts

Exert your Mind and spend at least two Actions performing the following ritual: Chanting and active the summon Paper to activate. You must actively and obviously use Ring to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Make a Trauma roll when you activate this Effect.

Summon a single Astrologist Hat 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.

Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 4 dice to attack. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 8 dice.

Exert your Mind and spend 2 Actions. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Perception + Alertness at Difficulty 6.

You learn the following information about the area:

  • You can tell which entities lay claim to each part of the area and how these borders have shifted over time.
  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
  • You learn about any traps or ambushes in the area. Using this power does not trigger said traps or ambushes.
  • You choose a specific type of event and receive a vision of the last time it occurred here.
The quality and specificity of information gained depends on your Outcome.

This Effect is not obvious, and the only sign you are using an Effect is his body temperature is degrees warmer than usual.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

You cannot investigate the same area more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Never Forget: You have a perfect photographic memory, and can recall or recreate even complex and detailed things. If you forget something you had previously seen or noticed, you may ask the GM and they will remind you.
  • Re-Think: You may wait until after all relevant rolls have been made to decide whether to Exert your Mind and get +1 to the Outcome.
  • Remarkably Self-Aware: You may roll Intellect at Difficulty 7 to “scan” yourself for abnormalities; any outside influences on your thoughts/mind will be detected, as well as Traumas, etc. If your Outcome is 3 or higher, you may Exert your Mind to cancel the effect.
  • Insufferable Know-It-All: Any social rolls you make are at +1 difficulty, and if someone else can answer an informational question or solve a puzzle before you do, make a Trauma roll.

The hardened environment that Dimitry has grown up in for 26 years of his life has taken a toll both on himself and his body, and therefore he has learned to endure and survive that which may normally break the average man. The Balkan blood that runs through his veins is that of steel, and his will is iron.

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is reduced to 0.

Take a Severity-1 Injury and spend at least two Actions performing the following ritual: she cuts her body and starts to write an incantation on the surface in blood to activate. You must actively and obviously use a surface reflective enough to see your face to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Make a Trauma roll when you activate this Effect.

You automatically detect all items imbued with spiritual energy within 1 mile of you for the next ten minutes. You have a clear sense of both the distance and direction towards any detected items. You get details of what each detected item is, as if you've glanced at each object.

Even if there are no items imbued with spiritual energy within 1 mile of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

Stock Power Gifts

You gain the following benefits at all times.

If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated

If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.

Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.

You learn all the following information about your target:

  • You learn the object's highest material value and why it is worth so much.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.

You learn all the following information about your target:

  • You determine any medical or physiological issues they have, as well as their species and a general overview of their biology.
  • You learn a full medical history, including past injuries and illnesses as well as the healing process involved.

The quality and specificity of information gained depends on your Outcome.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.

You learn the following information about the area:

  • You can tell which entities lay claim to each part of the area and how these borders have shifted over time.
  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.