Beast Form There are those who claim the vampires use their shape-changing abilities to seek new, unique forms of pleasure.

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The power to transform into a non-humanoid creature.
Created by shady.
(Your transition from one form to the next is obvious to all observers. )

The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.


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.

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.

Community Power Gifts

Hello, Doctor. We have been trying to reach you for some time. This reckless lifestyle of yours is making our job quite difficult. Let's see if we can't work together to improve your decision making, shall we?

You gain the following benefits as long as you have your Nanocomposite Organic Translation Bus.

Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Brilliant Deduction: You may spend five minutes pondering an enigma, puzzle, or mystery, and roll Intellect at Difficulty 8. Success will reveal a clue or other tidbit that you have otherwise missed. Limit once per enigma.
  • Re-Think: You may wait until after all relevant rolls have been made to decide whether to Exert your Mind and get +1 to the Outcome. If Exerting would have caused you to ignore your Stress and roll more dice, you may roll that many additional dice as well.
  • Wait For Your Moment: You may take your Action on the turn of anyone who has a lower Initiative than you. If you do, you receive +2 dice to that roll.

  • If your Nanocomposite Organic Translation Bus is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Guppy was standing all alone in an alleyway. No, not alone. There was a man in front of him with a grim smile on his face. Guppy didn't know the man, but he was reaching his hand out to the child. In fear, Guppy took the small needle in his pocket and stabbed the man's hand. The man cried out as the arm began to shrink down, flesh turning to polyester, muscles and blood to stuffing. The man tries to run, but Guppy is the new holder of that grim smile. He stabs the man's leg, turning that into plush as well. The man falls over onto the concrete, screaming and begging for help and for the child to stop. Guppy happily obliged to stop the pain by pricking the needle into the man's neck. It only took a few more seconds before Guppy was out of the alleyway with a tiny little dinosaur doll in tow.

Spend an Action to activate. Select a Living target within arm's reach. You must actively and obviously use a sewing needle to activate this Effect. Roll Dexterity + Legerdemain 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 3. Armor is fully effective against this damage.

Injuries caused by this Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.

If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.

This Gift's Cost is capped at 2 and cannot be increased further.

  • You can target yourself if you qualify as a valid target by the other requirements.

"There's no time for us
There's no place for us
What is this thing that builds our dreams
Yet slips away from us?"
-Who Wants to Live Forever, Queen

You gain the following benefits at all times.

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Survivor: You are immune to all non-Alien diseases.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

Spend an Action. Select a door, lock, or locked target within 20 feet that is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. You must actively and obviously use a leather journal to activate this Effect.

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 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Technology at Difficulty 6.

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.

  • 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.

Stock Power Gifts

Exert your Mind and spend one minute. You must actively and obviously use a cell phone to activate this Effect.

Summon a single goon at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

  • Attacking: Minions can make melee range attacks with 5 dice to attack and +1 Damage.
  • Body: Minions have 6 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: They have dog-level intelligence, but are capable of communicating information back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 3 dice.

You may only use this Effect once per day.

You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.

Your Extra Appendage is incapable of fine object manipulation.

Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.

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).

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • 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.

You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Armored Fist: You cannot take Damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.
  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits as long as you are biting and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.