Consuming the enchanted Green Pea morphs your body into one of a species you last touched. Clothes (and hair if necessary) seem to get sucked into your skin, the pigmentation will depend on the color of clothes worn/color of your hair, while still not looking unnatural.
Scars remain on the user even in animal form, objects with magical properties piercing/inside the user's body won't transform, instead grafting to the new body
On Death, the user will return to their human form.
A power developed while staying on the Galápagos Islands. It works by imbuing seeds of appropriate size with natural magic, allowing one to change into animals they've come into contact with. The seeds change appearance, always ending up as looking similar to a green pea. Although this has nothing to do with natural selection, the name was chosen due to the place the power was experienced first in.
Use up this Green Pea and spend a Quick Action.
You transform into the last Creature you touched for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. See the Extended System text for stats.
While transformed, you cannot use any equipment (excluding Artifacts and Consumables, which you can use), 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.
A gold and white coin, slightly bigger than a quarter, marked with a symbol engraved into both sides
Upon use of the coin via a hidden switch, releasing a spectral ghost-like figure, who upon release will mark all people and recent deaths in the area. The Ghost will then be pulled back into the coin, but will try to escape again, often times the conflict results in the coin shattering and breaking free from its bond. However on some cases the coin will over power said ghost and continue to keep it trapped inside.
(photo for reference, not exact coin)
Spend a minute and use up this Golden Coin marked with a symbol (unless you succeed on 1d10, Difficulty 7). Investigate an area with a radius of up to 100 feet Roll 7 dice Difficulty 6, dice penalties do not apply.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
Whenever Darius is getting attacked, Kurma will pop out of his card and block whatever attack may have hit Darius.
This Effect activates whenever Darius is attacked. It does not require an Action or Exertion.
Summon a single Kurma the Tortoise at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM and will not necessarily obey your commands. You may have at most 1 minion active at a time.
This round of ammunition is painted like an easter egg. It can be loaded into any firearm. When fired, it leaves a striking trail of white smoke and explodes into a short-lived inferno of white phosphorous on impact, destroying any object or piece of structure it hits.
Spend an Action and use up this bullet painted like an easter egg. Make a firearms Attack at a Non-Sapient Object or piece of an Object or structure within normal Attack range no larger than a large luggage bag (75 liters). The target may roll to dodge or Defend, as normal for firearms Attacks. The Attack itself does not deal any Damage beyond the Effect.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
the flesh weaves together as niklas sits and helps the patient through the pain hoping to mend whatever organs flesh or what be is injured or lost.
Use up this The panacea (unless you succeed on 1d10, Difficulty 7) and spend 1 minute to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Roll 7 dice Difficulty 6, penalty does not apply.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see As the Skin weaves together as the patient screams in pain.
After ripping the page, a red deamon apears reading a copy of the paper (takes them a minit to finish)while drinking a crimson liquid. They will look at the castera giving them a thumbs up after finishing the cup. Looking at your hands will let you see a paper cut as you feel a bit light headed as if you just donanted blood.
Use up this A4 paper and spend one minute.
Summon a single Red demon at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes a nearby being away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.
Targets are pushed back until they are 100 feet away.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.
The Future Soldier learned to create foam grenades in their own time period, and they still can, kinda. They look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into a splash of expanding neon orange foam. The foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
Occasionally, the fuses on these bootleg grenades fails, and they go off immediately.
Spend an Action and use up this small metallic grenade with pin (unless you succeed on 1d10, Difficulty 7). Make a thrown Attack at a Location within normal Attack range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are hit as it activates immediately at your present location. The target may roll to dodge or Defend, as normal for thrown Attacks. The Attack itself does not deal any Damage beyond the Effect.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.
After consuming the tainted food or drink, the target transforms into a llama!
Use up this vial of extract of llama and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 11 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. 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 within within arm's reach that uses the trap as food or drink will trigger it. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
All alterations you make must turn the target into a llama.
The Battle Scars you inflict manifest over the course of the next minute.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The Witch prepares a vial of green fluid that can be used to poison any food or drink. Anyone who consumes the poison will grow drowsy and then fall into a deep sleep. While unconscious, the victim dreams of the witch and learns a secret about them.
Use up this vial of green liquid and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. 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 within within arm's reach that uses the trap as food or drink will trigger it. Affected targets may resist by rolling Mind at Difficulty 6.
When the trap is triggered, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if a kiss from someone who's attracted to them.