Barnaby grows hair all over his body, the colour of which seems to blend into his surroundings.
Exert your Mind and spend an Action.
You transform into werewolf for 30 minutes. You have access to all of your Powers while you are werewolf, 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 Dexterity is increased by 1 and your Perception is increased by 1. Your Stress is reduced by 2.
Your body is adapted to sneaking. You receive +3 dice on non-attack rolls related to sneaking.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
blood spews out of me and flies into one piles where the most horride way bodies form out of my blood making two mini gremlins who help me prank people
for my goal of pranking the world I use my own body to summon minions to help my dream
Take a Severity-1 Injury and spend an Action.
Summon a single summon gremlin pranksters 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 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 bloody and gross.
Zephyren collects blades almost obsessively, perhaps because they are some of the least detectable weapons. Or, he does it instinctively because a bird is never complete without its talons. In result, he's also the most proficient with blades.
On weapon usage:
People have guns (even in Canada, they're just quieter about it), but Zephyren legally cannot own one, and traveling with those can be such a pain for those with licenses anyway. He very much prefers a quieter option too. Also, blades are far more versatile (he wants to toss a bunch of vegetables in the air one day and try to slice them all). Never bring a knife to a gun fight? Think again.
On blade proficiency:
Fighting isn't the only thing Zephyren uses blades for. If anything he's rarely had to fight outside contracts; he mostly uses knives in the kitchen, and since he has been cooking from a very young age, there's no surprise that this is what he's the most comfortable with. In any video games, he predominantly uses a knife or sword. Don't ask how he's gotten through Resident Evil; let's just say he had to face a lot of corpses up close.
On bird talons:
Thankfully Zephyren has never been attacked by a bird, but from what he's read, talons can be really sharp. They have to grip onto things after all, even if it means they'd puncture their target.
You gain the following benefits as long as you are engaged in combat with knives and daggers.
+2 dice to all rolls with knives and daggers. You may Defend against firearm attacks from any range using knives and daggers.
You also gain the following effects:
Exert your Mind and spend an Action. Select a Living target within 45 feet. Roll Brawn + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
Io's influence extends beyond just her music as even her words entrance the weak minded, allowing her to command them with ease
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Performance at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target will be fully aware that they are doing this task on your behalf and will inform anyone who they interact with that they were sent by you, though they may not view it as compulsory or against their will until the effect wears off. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
By utilizing both his mind lightly press downwards to receive feedback he is capable of finding things. The wooshing sound is air displacement around the ear, it can easilly be mistaken for wind or a draft of air.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
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.
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.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.