A painful shock flushes through your body as fur begins sprawling from where your skin once was. Your fingernails turn into sharp claws, your nose elongates and you can smell much better than before.
Exert your Mind and spend an Action to activate.
You transform into a Werewolf for 3 minutes. You have access to all of your Powers while you are a Werewolf, 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 and your Perception is increased by 1.
You may end this Effect prematurely as a Free Action.
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 cannot speak any coherent verbal language while transformed and must resort to other means of communication.
Xander's latent psychic ability begins to blossom - items he handles reveal their histories, including the tragic past that haunts them.
Exert your Mind and spend 2 Actions. Select a target Object within arm's reach. 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. At the end of your investigation, roll Intellect + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
Angus' body now regulates its position based on inertia like a plane. If his heart is pumping fast enough He can run up walls and slip through crowds as his speed keeps him in perfect balance. It is frankly disorientating the first few times he did it in his apartment but he has grown used to it.
You gain the following benefits as long as I am moving faster than I normally could ( > Base movement + Dash minimum.).
You may move easily and without a roll in any of the following situations.
I take out a chess pawn and throw it. The pawn enlarges in a smooth manner while in the air to 5 feet in height. When it needs to attack it bashes into and jumps onto attackers wounding them with their immense weight.
Exert your Mind and spend an Action. You must use up to 3 Chess Pawns in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate Enlarged Chess Pawn 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 3 minions active at a time.
Leperchauns are renownwed theives and half of that is because of their ability to walk wherever they please.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
When Transforming he will take out a coin and flip it and in a glimpse of a moment all see that his outfit changes he became a men of the green a Leprechaun.
Exert your Mind and spend a Quick Action. You must use up Gold Coin in order to activate this Effect.
You transform into Leprechaun for 30 minutes. You have access to all of your Powers while you are Leprechaun, 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 and your Perception is increased by 2. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: A Green Suit with matching head and Cane (Suit work as Kefla Armor) also a green Revolver in his Hand
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Oniomanie.
If you become Incapacitated or suffer an Injury Severity 4 or greater, this Effect ends.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
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.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
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.
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. 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.