Brie shapes a meatball digs eyes and a smile into the ball then throws it. The meat starts shifting and pulsing expanding itself into a humanoid shape
Expend a point of Battery and spend an Action. You must use up 3 meats in order to activate this Effect.
Summon a single abomination at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see meat shifting and pulsing to create a humanoid form.
I take my hood (usually my hoodie but any hood should suffice) and pull it up over my head. Without tearing the fabric, the first sign of a change is any notable ears the form I'm taking may have, next a tail, then my face begins to change. Next my hands and feet change as my body changes size and takes on a coating of feathers, fur, scales, or otherwise. As I shift, my clothing and gear fade away, with my hooded clothing vanishing last. The same process goes in reverse when I turn back to human form, but rather than taking a minute to become an animal it only takes moments to revert.
The terms 'morphic resonance' and 'morphogenetic field' weren't originally coined as something connecting to animals, but they've come to symbolize a connection on a pseudo-mystical level between all animal life including humans. Is this how a pwca shapeshifts? Potentially. They have a connection, whether it's mystical, somehow biological, or otherwise. This connection lets them beccome animals, the most common being a horse, but also plenty of others such as rabbits, goats, cats, and dogs. These are just the animals humans noted in their encounters with them, and each pwca is different. Is their human form even their true 'default'? Probably not. For argument's sake, Sarah is a pwca, and that means she can learn all sorts of animal shapes as she gets better at it.
Exert your Mind and spend an Action. You must actively and obviously use hood to activate this Effect.
You transform into rabbit or any region-appropriate small animal 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 (excluding Artifacts and Consumables, which you can use), 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.
Will cracks his neck to either side, rolls his shoulders out, and then smiles... and his smile grows longer, his canines sharpening. He flexes his fingers, with claws appearing at the end of them. Fur sprouts across his body, until he is suddenly a scary-looking catboy.
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Exert your Mind and spend a Quick Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you transform into a relatively humanoid boycat for three minutes.
You transform into catboy (scary) for 3 minutes. You have access to all of your Powers while you are catboy (scary), 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 Attributes are the same. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: fear of getting wet.
Catalytic speeds up when at Peak Energy, able to accelerate fast..and hit hard.
This Effect activates whenever you enter Peak Energy. It does not require an Action or Exertion. This Effect cannot be used unless you are in your powered-up state and you are at Peak Energy. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 250 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 750 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 250 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
While using this Effect, you are immune to collision damage, and any roll made to target you is made at +2 Difficulty.
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.
In a flash of bright white light, Chamael's wings regrow in the course of a second, billowing with pearly white feathers, and his body transforms with them into a glimpse of his true form- a 7ft Archangel bathed in light, with 12 ft open wingspan, (The Archangel Chamael) This power is temporary, and he relives his traumatic punishment when the power wears off- as his wings incinerate away, leaving bloody stumps. He reels from the loss, but has become accustomed to it- no longer rolling trauma every time.
Exert your Mind and spend a Quick Action.
You transform into a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction for 3 minutes. You have access to all of your Powers while you are a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 2 and your Charisma is increased by 1. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: Archangel blade longsword, Silver version of leather armor (with the same armor rating 2), 3 clay pots of holy oil, 1 clay pot of holy water
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
From where she touches the pelt, changes spread, fur begins to grow or recess, bone structures change, and her whole body shifts into something much more comfortable. Be it a way to manage her transformation in public, or a way to feel more free at home, she can now just be how she wants when she wants to be it.
Exert your Mind and spend a minute. You must actively and obviously use the pelt or fur of an animal or other werecreature to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. You may add inhuman features to your disguise. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
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 Objects 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.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
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 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.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock 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).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.