The child looks at you, and there is something in their eyes that is far too old and far too pain-filled to belong in the eyes of a child this young. They lift their hands beseechingly, as if begging you to stop this, and claws rip through the skin of their knuckles, blood dripping down their wrists. They look up at you, and there is blood in their teeth, somehow.
Exert your Mind and spend a Quick Action.
You transform into a fanged, clawed, scarred, bloodied child for 3 minutes. You have access to all of your Powers while you are a fanged, clawed, scarred, bloodied child, 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. 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).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see this is a child who looks traumatized and like they want to traumatize you. Also the blood just keeps coming out of his claws and fangs the entire time they're transformed.
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.
Possession of this Power grants the following Trauma at all times: Vengeful: An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
Working with his vastly enhanced perception capabilities, Rohan has trained himself to be able to physically react in accordance to what he sees, making micro-adjustments in order to hit his target with any firearm.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
A row of metal plates run along Dan’s back, shifting to reveal vents, which vent steam following intensive energy usage. Additionally, his knuckles can now open up to deploy a pair of concealed shotgun barrels.
You gain the following benefits at all times.
You are permanently and visibly transformed: A row of metal plates line the spine, shifting to reveal vents which vent steam during or after moments of extreme exertion. You are considered to be a Sapient, Non-Living Computer when targeted..
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Shotgun attack without additional equipment.
The grimoire of plagues and disease chooses George as its prophet, finally in the hands of a worthy holy man to spread forth its plague and destruction. George’s body has been infected by the grimoire, it now does not feel the effects of poisons drugs or diseases as it’s systems have been fortified.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
As annoying as they were, and as much of a weight he put on you. The paperwork and files your Sefirot gave you allow you to remember what exactly is going on here.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The Person is not breathing, eating, drinking, or even sleeping. Cold to the touch as well...
You gain the following benefits at all times.
You are permanently and visibly transformed: With Spectral Features. You are considered to be a Sapient, Non-Living being when targeted..
While in The Ocean, 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.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by Holy is increased by 2.
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.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.