The creature of the night can now transform into a Creature of the Night! Benny bares his fangs, snarls, and the whites of his eyes fill with blood as his body distends and transforms into a horrible monstrosity, either: 1) Desmodus Draculae, a previously extinct variant of the vampire bat, which is significantly larger than a traditional vampire bat, and is colored black and blood-red, instead of the usual brown and grey; or 2) a hulking dire wolf, with ash-grey fur and blood-red eyes.
Exert your Mind and spend an Action. This Effect cannot be used unless it is nighttime. 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 Desmodus Draculae, an extinct species of vampire bat or a direwolf with an ash-grey coat and blood red eyes for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), but you can use 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.
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Vivian's eyes glisten for a moment with a golden sheen, before shifting back to normal; her spirituality expanding itself subtly, like strings that poke and prod on objects, sensing anything that could be of value to her and highlighting them in a gold aura with blue sparkles glimmering within.
Upon advancement, Marauders have an intuition of and are able to directly see where valuable items are within a 15 meter range.
This intuition can be so powerful, that they can sense if there is something valuable in a drawer or cupboard, without actually being capable of seeing what's inside.
Exert your Mind and spend an Action.
You automatically detect all Item's of Value 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.
If no Item's of Value targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Minerva sucks in a breath and grips her pendant, squeezing it hard enough to hurt. She stares into her own reflection, and wills it to change. Her own form is begins to change in accordance with her desires. She breathes hard during this; the process is obviously deeply unpleasant, more so the bigger changes she makes.
Minerva's will begins to manifest further. More than just influencing people, more than just influencing herself, her will begins to spill over onto the world itself.
She started with small changes the first night, exploring the spark that had formed in her. The next night, she had fur. She could feel her bones grind, her jaw cracking as it turned into a maw, her flesh stretch as a tail burst out. She collapsed, crying. But they were tears of happiness, for in this first moment, all was right in the world. She slept like that, the first time she did it. It was restful sleep. She sleeps like that whenever she can now.
She's realized that her clothes are merely an extension of herself - and as such, she can mutate them just as much.
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Meta: Minerva's mutation is more than just bone deep, and a large part of her transformation is instinctive and subconscious. When she gives herself fur, she's also instinctively messing with her own neurochemistry. She experiences a form of mild and constant euphoria while transformed.
She needs a mirror because she's exerting her will on changing herself, and at the moment, she needs to look at what she's doing.
"Man cannot remake himself without suffering, for he is both marble and sculptor."
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History: As Minerva's concept comes together, I think 'everything is a cantrip / is effortless for her' is a big part of it. At the point of this edit, the power hasn't been used on a contract or a significant part of a move.
After Minerva's inability to use her powers while she was transformed lead to one of her fellow contractors dying, she focused, practicing. Practicing, practicing. She learned to use them when she's not her... but the pain she worked though is still there, always in the back of her mind.
Seasoned:
Minerva's powers intensified. Building on top of the latent power she has over other people, it's blossomed into something entirely more. People accept her if she believes she should be accepted. Her changes are deeper, touching her soul. But most importantly, they last. They last as long as she needs. She goes to sleep and awakes.. proper.
Something's happened, though. She doesn't have full control over it, and when she tries to change her form, it's almost like holding onto water. She needs to struggle as hard as she can just to keep from falling apart. It's hard work, and she has to exert her mind. At times, she wishes it was as easy as before.
Professional:
Minerva's experiences - traumatic and otherwise - have provided a little bit of clarity. She's only truly content in her true form. She's reluctant to do it - it takes her longer, she has a little bit less control over mutating her true form. But after everything that's happened, it's not quite as traumatic - she knows she'll go back. It's a deeper shift, as well. If something happens, she won't 'finch', and go back to her true form. She knows she can go back to it when she can. Just not yet.
Exert your Mind and spend a half hour. You must actively and obviously use a silver fox pendant to activate this Effect.
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 cannot directly mimic an existing person. You may change the appearance of your outfit. 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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The moment Minerva 'unlatches' her form, it pulses like a degaussed TV. Her clothes and flesh both smear some, uncountable wounds on her her leaking. They don't seem to hurt, but she's obviously struggling to stay in one piece. In the wounds, the tears to another place entirely, one can sense all the things that shouldn't be said. Intrusive thoughts come to mind. But are they hers? Or yours?.
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.
You may only use this Effect once per day.
Yuri delves into their more savage instincts and brings out the spirit of the Wendigo to guide them; everso quiet, soon to bless him with their ability.
Exert your Mind and spend an Action. You must actively and obviously use Bone Charms to activate this Effect.
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Alex bursts into flames quickly, his skin boiling and melting off as he rips off any residual skin.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
You transform into A large 6 horned draconic demon for 3 minutes. You have access to all of your Powers while you are A large 6 horned draconic demon, 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 Brawn is increased by 2 and your Dexterity 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 -1).
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see alex bursting into flames, ripping through his original body with the residual skin melting and boiling off.
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.
Possession of this Power grants the following Trauma at all times: Prideful Demon: When you are given commands or orders; roll Self Control to comply or submit..
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
If you become Incapacitated or suffer an Injury Severity 4 or greater, this Effect ends.
A weird looking tablet that looks like its been already chewed. With a strong disgusting smell. When eaten the user will experience a unique sensation between relief and relaxation; and concerning disgust. After the first impression the taste softens and you feel renewed waving away all your stress for as long as the taste lasts
The trauma roll should be self control and if you fail, you spit it out an then you roll to see if it is destroyed or not
Use up this Bubble gum (unless you succeed on 1d10, Difficulty 7) and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
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 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.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear 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, Targeted, 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.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.