Amaranth is perhaps the progenitor of the vaunted berserker state, in moments of intense stress he is able to work himself into such a frenzy that pain and fear become motivators rather than detractors and in a screaming ball of frothing fury he can throw himself towards his opponents as a ball of teeth, fury, and displeasure.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
Stress from Injuries acts as a dice bonus instead of penalty.
You may only use this Effect once per day.
Taking out a black feather, Celeste recites the incantation, "As Anasae." The feather ignites into purple flame, coalescing into a spectral raven.
Exert your Mind and spend one minute to activate. You must use up Feathers in order to activate this Effect.
Summon a single Raven 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.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 4 dice to attack. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 8 dice.
Your minions can fly at their normal movement speed.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Possession of this Power grants the following Trauma at all times: Entomophobia.
Stories of objects and people being taken between worlds by hostile or mischievous spirits are common to many cultures. The phantom too, can transport objects between the physical and spirit worlds.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 1 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Possession of this Power grants the following Trauma at all times: Kleptomania.
The Colonel
Exert your Mind and spend one minute. You must use up a cigar in order to activate this Effect.
You transform into a cloud of whispy gunsmoke that vaugly ressembles a a soldier for the next day. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.
While in this form, you can squeeze through any gap that is not air-tight, though this may take more than one Action at GMs discretion. You may fly at your standard movement speed.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may suffer Damage from wind and powerful gusts at GM’s discretion. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined. If you would die from Injuries sustained while transformed, you instead live, but the only action you can take is Reforming.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
You have access to your Powers while transformed.
You may turn this Effect on and off at will during its duration.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see your skin burn off layer by layer as you take drags of ciggerettes.
Possession of this Power grants the following Battle Scar: disfigured, wheezing, and tinnittus.
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: Direct Orders: You have spent well over a decade serving in a military setting. You demand the respect your orders should heel. (Anytime an individual disobeys or disrespects a direct order you give, roll self control to not become violent with them until they either cede to the order... or break.) and Every Inch: You have an unsatiable drive for conquest. You cant help but take everything from an enemy who would allow you. (Anytime someone should flee from you, roll self control not to persue.).
When pressed against themselves, the wielder feels a wave of despair and loss overtake them rather than actually piercing their flesh. Dragging the blade across their body fully invokes the transformation, twisting and changing their body into an agent of their own suffering.
The Arch-Vampire has an innate feeling of 'wrongness' to look at. Porcelain skin with veins of blackened blood, and an ambient aura of black-fire malice.
Broken Thorn is a manifestation of the one who brought it into being, the vampire Lorelei. The blade was formed after Lorelei was forced to experience warmth and acceptance again and again, even as her monstrous self. A home-cooked meal mixed with human blood without judgement, a vision of Melody's old friends around her on the hospital bed after having saved her, the loyal attentions of a feline servant, and seeing the carefree joy of a little girl so much like her.
The vampire tore the dreams she had in life from her heart, corrupted as they were from loneliness and suffering, and fused them with the power she received from the Contract.
No one would hurt her again. Never again.
Exert your Mind and spend an Action. This Effect cannot be used unless you have drunk at least a pint of blood from a sapient being in the last hour.
You transform into an Arch-Vampire for 30 minutes. You have access to all of your Powers while you are an Arch-Vampire, 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 Dexterity 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 red cloak, red gloves, dark metal armor plates (3 armor obvious), heeled black boots, the Broken Thorn, and, if held when activating this effect, the Tenebrae Magnus Gladius. The inner cloak is filled with knives in sheathes numbering 30 in total. (+2 armor for sheer volume of metal)
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 you draw your blade across your neck, splattering blackened blood across the floor, and transform with a swirl of black malice and a horrible noise into an even more monstrous form.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Broken Dreams - (Nightmares). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
An inspiring and beautiful tune is all Sarmientus needs to heal.
Exert your Mind (unless you win a coin flip) and spend 1 minute. You must actively and obviously use Instrument, preferably a lute. to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Charisma + Performance 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.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.
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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small 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.
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 magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.