Beast Hide You have chosen... poorly

3
Requires Seasoned
You possess protection against attacks.
Used by Alexander Felidae, Created by shotgunwizard22.

The Werecats fur and skin toughens in its transformed state, allowing it to shrug off most weaker attacks. After sufficient usage of his abilities, the Werecat has managed to retain the toughened properties of his skin even in his mundane shape, allowing him to resist bullets even without armoured clothing.


You gain the following benefits at all times.

You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.


Community Power Gifts

You gain the following benefits at all times.

You are permanently and visibly transformed: A 2D figure, reminiscent of a picasso painting.. You are considered to be a Sapient, Living being when targeted..

While in Any high pressure environment does not affect him., heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

You can squeeze through any cracks and passageways a cat would be able to.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology.

You may lock, unlock, and/or open your target.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
  • 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 Quick Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.

You transform into a monstrous mixture of human and beast for 3 minutes. You have access to all of your Powers while you are a monstrous mixture of human and beast, 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 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.

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

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see transformation into a kronenbergian nightmare.

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.

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

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • When activating this Effect due to a failed Trauma or Self-Control roll, you must still pay the activation cost.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You have 3 Armor, which reduces incoming damage from all sources of physical attack except Fire. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

  • The target must be able to understand you and must receive your communication for the suggestion to work.
  • Allowed Commands
    • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
  • 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.

Stock Power Gifts

Exert your Mind and Spend an Action.

You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.

If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.

You may end this Effect prematurely as a Free Action.

  • If a character is inside of you when you revert to your original form, you take a Severity-5 Injury when they burst from your innards as you shrink.
  • You cannot move in any way the object wouldn't normally be able to move. If you are a feather duster, you cannot float around, etc.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a cricket chirp to “ping” with your echolocation each Round you wish to use it.

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.

  • Unstabilized wounds do not degenerate during treatment.
  • 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 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, Direct, 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.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    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.

Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.

Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.

The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.

Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.

Your revived targets deal 2 Weapon Damage with their unarmed attacks.

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • 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.