The kamaitachi that surrounds him has changed his body and shares its mind and memories Ricter, giving him alluring ice-blue slitted eyes, small pointed fangs, and a long black-colored tail covered in fur. Slowly turning him into one of them.
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A yokai spirit of the wind has attached itself to him and has begun changing him for his survival, giving him sharpened teeth, perceptive eyes, a tail for balance, and sharing some of their knowledge with him in brief flashbacks. With their two minds almost meshing it makes processing information easier, and identifying things simpler, especially since the Kamaitachi has delt with humans a lot in the past.
You gain the following benefits at all times.
You are permanently and visibly transformed: Kamaitachi. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
ε-5 is matt white humanoid without distinctive features
Silicate alloys and fibres are milky in colour. The colour EPSILON shares.
You gain the following benefits at all times.
You are permanently and visibly transformed: Silicate body. You are considered to be a Sapient, Non-Living being when targeted..
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Axel's nanomachines are capable of repairing any injuries to himself given enough time.
You gain the following benefits at all times.
Any Injury you receive from a source other than electricity based damage heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Injuries you receive from electricity based damage are increased in Severity by 1.
Using his immense strength, Dante can throw a projectile with frightening distance and force.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
A-RAX1's body shifts and reorganises itself. Wires emerge like snakes from various joins and ports, plates opening up to reveal latches. The wires coil and meld into the device, bringing it into the network that is A-RAX1.
Exert your Mind and spend a minute. Select a computers within arm's reach. Can be used on Alien technology. This Effect cannot be used unless it is used to Splice yourself with another computer. Cannot be used to improve Armor.
Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
You may choose a second valid Device target while activating this Effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 2 to those actions for the next day.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
There are up to two participants in this ritual, the user, and the target. They can be the same person
The user of the ritual gathers enough blood to coat the entire skin of the target, and draws 3 summoning circles one within the other. The target must strip their clothing, and be in a dark area lit only by candles. The user covers the target in the blood. The user then begins chanting, offering the blood covering the target, and some of their own flesh to the Great Shaper of flesh. After the chanting is done, the offerings are taken, the the target is transformed. Then entire ritual takes 30 minutes to setup and run.
The transformation looks like a great being of shadow forming hands that reach out towards the target of the ritual. The targets flesh shivers and moves away from their bones. Their bones shift and break with audible cracks. Then their bones and flesh flow back into a new form.
This gift is a ritual to draw upon the powers of a grand demon. With some offerings, the user can reshape themselves or others to be whoever they like.
Increase your sacrificial Injury's Severity by 1 and spend a half hour. This Effect cannot be used unless You and the target must be naked. You must use up Enough blood to coat your entire skin in order to 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 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.
You can "pass" in any culture or group without arousing suspicion as long as you look normal for that group and can communicate with those inside the group.
You may Increase your sacrificial Injury's Severity by 1 and spend a half hour to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see You cover the entire body of the participant in blood in a demonic ritual.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 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 you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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 influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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.
Resolidifying is exhausting.
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.
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.