The Contractor has on their left cheek a particular goat skull with 6 horns from top to bottom, and behind it a well of tentacles encircling it clockwise. Under their skin a direct link from the Goat Skull and the Black Bulbus (Refer to Famished Void on the Contractors Sheet) further amplifying the effects of the bulbus.
Whenever the contractor uses an effect related to this Gift, Black ichor takes form whether it comes out of their skin, fingernails, nose, etc. in rare cases it could even materialize 6 inches away from the Contractor. (Enhancements with no outward effects would be visible Ex. Got No Life)
You gain the following benefits at all times.
You are permanently and visibly transformed: The Contractor has on their left cheek a particular goat skull with 6 horns from top to bottom, and behind it a well of tentacles encircling it clockwise. To most people its just a weird tattoo.... 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.
Due to a genetic experiment involving the blood of an old god on himself, Jeff can now transform into a monstrous version of himself at the cost of almost no self control.
Exert your Mind and spend an Action.
You transform into A horned muscular humanoid abomination for 3 minutes. You have access to all of your Powers while you are A horned muscular humanoid abomination, 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. 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).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the user of this gift will double over in agony as their bones double in density and length, it appears as though the muscle of the user quite literally bursts from their skin and horns inexplicably sprout from the users skull as their skin appears to slough off and their screams of agony turn into a grim deep voiced chuckle.
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.
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.
You may only use this Effect once per day.
Utilizing the foreign technology that has allowed Oz to create his medicinal concoctions, he has found a way to irradiate his cells to stay alive.
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.
If, while you are unconscious, your wound level rises above your rating in Body + Intellect, or if you take an Injury with Severity greater than your rating in Intellect, 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.
Liam is a gifted trauma medic, who works swiftly & confidently - most of those he can reach in time will live to see another day. Those that don't however, inevitably come back to haunt him, following him at every turn to remind him that he failed to save them.
You gain the following benefits at all times. You must actively and obviously be using a stethoscope to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
This power makes your arms swell with muscle, both as a protective covering, and increasing one's strength tremendously. This effect is almost immediate, as your body wills the muscle into existence almost subconsciously, to meet the needs of the contractor.
Exert your Mind and spend a Quick Action to activate.
You transform into Fists Like Meat Hammers for 3 minutes. You have access to all of your Powers while you are Fists Like Meat Hammers, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 1.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
You do not suffer wound penalties while in your Alternate Form.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Arms grow to inhuman size, discolored from the muscles' distortion.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
Averill plants his chair down and gets up on it, swinging his arms up to rile a crowd as he begins flexing and performing some of his signature moves to draw his fans' attention.
Spend an Action to activate. All Sapient, Living targets within 20 feet of you who can perceive you through Sight are affected. You must actively and obviously use A steel chair to activate this Effect. Roll Charisma + Athletics at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, the targets will keep their full attention focused on you for contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through Sight for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or enters Combat.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you.
You may end this effect prematurely as a Free Action.
This Gift's Cost is capped at 2 and cannot be increased further.
You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.