tattoos of archerfish and rippling water cover his entire body, swimming around aimlessly.
gull found an ancient-looking stick-and-poke tattoo kit suspended in a bubble during a trip to the beach as a teenager, and decided that he might as well use it, since it was free and cool-looking and couldn't possibly have any unforeseen magical consequences. as it turns out, it did, in fact, have consequences, and now he looks like an aquarium. on the plus side, he spits like a pressure-washer.
You gain the following benefits at all times.
You are permanently and visibly transformed: animated tattoos of fish and rippling water. You are considered to be a Sapient, Living being when targeted..
You may make a +2 Weapon Damage water-spitting attack without additional equipment.
Marina's intimate connection with the ocean manifests as an uncanny ability to move with the grace and fluidity of water itself. Her movements become as smooth and adaptable as the sea, allowing her to navigate any environment with extraordinary ease and precision. Drawing from the treacherous, blackened and brackish waters that call to her, her newfound constitution thrives in darkness and unrest, fostering a heightened alertness, preternatural grace, and razor-sharp precision. This power, while granting her unparalleled agility, exacts a toll - Marina finds herself ever at odds with tranquility, her mind as restless as the churning depths that fuel her abilities.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Light Sensitivity.
Possession of this Power grants the following Trauma at all times: Nightmares.
You also gain the following effects:
Kayleigh's proficiency with her feathers has increased to preternatural levels, allowing her to make precise shots with ease.
You gain the following benefits as long as you are engaged in combat with Razor Feathers.
+2 dice to all rolls utilizing Razor Feathers.
You also gain the following effects:
With his recent travel through the snow and Russian territory, he has begun to train himself through a bunch of exertion-styled training inhabiting the ways and pride of American football, He has given himself no limit to what he feels both mindfully, body wise, spiritually as he has ascended to where he can take it all and keep on ticking no matter what.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
A greenish energy flows from the wand, transforming Kergan into a bear or bird. The bird has an obvious 3rd eye. The bear has antlers and has streaked brown and white fur.
Exert your Mind and spend an Action. You must actively and obviously use intricately carved wand to activate this Effect.
You transform into bird or grizzly bear 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.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Your body constantly shifts and writhes as your muscle and bone reform to better suit your current physical needs. Your muscle and nerves swell to enhance your strength to superhuman levels when necessary, and your body can refine itself to grant you extremely fine motor control.
As a quick action, you can increase either your Brawn or Dexterity up to the other stat's maximum -1, reducing the other stat by the same amount.
You gain the following benefits as long as using your enhanced brawn or dex requires a quick action to activate, and sets your other stat lower by the same amount instead of raising it.
You are permanently and visibly transformed: Your body constantly shifts and writhes as your muscle and bone reform to better suit your current physical needs. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
You may make a Bone spike (dagger) attack without additional equipment.
The Severity of any Injury caused by Fire is increased by 2.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. 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 Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.