Broken Marionette Help me

3
Requires Seasoned
The power to temporarily transform into a 7'10; tall, red-haired woman.
Used by Gaia, The Ashen One, Created by PoisedIvyT_T.
(Anyone who witnesses you activate this Effect or for its duration is very likely to be disturbed to see Blood start to bleed from Ashen's orifices, as their back bursts in wings of blood and fiery blooming flowers. Blood and ichor and fall from the gaps of their armor before burning away into a brilliant bright light; the flesh slowly burning away into wings engulfed in unburning flames and flowers. )

There seems to be a short cutscene as Ashen falters before they call out to someone. Their body glitches and warps as there is a short groan of pain before Blood start to bleed from Ashen's orifices, as their back bursts in wings of blood and fiery blooming flowers. Blood and ichor and fall from the gaps of their armor before burning away into a brilliant bright light; the flesh slowly burning away into wings engulfed in unburning flames and flowers.

Ashen's binds arise from their limb, glowing green binds that extend into the unknown with a bright green hue. The Ashen One is no more; the Marionette is now.


This Effect activates whenever they take Severity 2 injury or more. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.

You transform into a 7'10; tall, red-haired woman for 30 minutes. You have access to all of your Powers while you are a 7'10; tall, red-haired woman, 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 Dexterity is increased by 2. You do not suffer any Stress while transformed.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Blood start to bleed from Ashen's orifices, as their back bursts in wings of blood and fiery blooming flowers. Blood and ichor and fall from the gaps of their armor before burning away into a brilliant bright light; the flesh slowly burning away into wings engulfed in unburning flames and flowers.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • 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 Activated Gifts

Take a Severity-1 Injury and spend one minute. You must use up blood, paint and paper in order to activate this Effect.

Summon a single samurai 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 1 minion active at a time.

  • Attacking: Minions can make melee range attacks with 6 dice to attack and +2 Damage.
  • Body: Minions have 8 Body.
  • Movement: Minions can move 45 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence, and cannot communicate back to you. They may use equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 8 dice. Your minion is able to Melee with a 7-dice pool.

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.

You may only use this Effect once per day.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.

Use up this ________ and spend an Action to activate.

You automatically detect all ________ within 50 feet of you for the next ten minutes. 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.

Even while this Effect is not active, if any ________ come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

  • This consumable is destroyed when used and cannot be used again.

Exert your Mind and spend an Action to activate.

You transform into were-ape for 3 minutes. You have access to all of your Powers while you are were-ape, 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 body is adapted to lifting. You receive +3 dice on non-attack rolls related to lifting.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).

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.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

  • Reminder: Bonus Damage from multiple sources does not stack. Instead, the highest Bonus is used.

Exert your Mind (unless you win a coin flip) and spend an Action.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

You may only use this Effect once per day.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Exert your Mind and spend an Action.

You transform into The Flesh 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.

Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.

You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.

While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the flesh bloating and just... more bloating..

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.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Stock Activated Gifts

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.

  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

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.

  • This includes any objects that come into range during activation.
  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Exert your Mind and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Exert your Mind and spend an Action. 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 transform into a vampire bat or a 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 do not have access to any of your 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.

Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    • Small (mouse up to regular house cat) Body 1. Brawn 0. Dexterity 4. Cannot injure others with attacks. Cannot die from falling damage. +3 dice to Stealth rolls.
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.
  • The form you take must have the same stats and abilities as a single, extant animal of the relevant size.