Remus lay unresponsive on the floor; enshrouded in a cloud of psychoactive gas, his trusty oversized cross laying besides him as always. In spite of his condition, some semblance of a sentence managed to slur its way out of his unconscious lips.
"...Goddamnit, gotta get back to the fuggin' job-"
Still fully unconscious, one hand reached over in a slow and practised movement that had by now reached some sort of muscle memory: hefting up the large cross and slapping himself harshly across the side of the face with the enormous thing.
Bringing him back to the land of the living.
Expend a point of Battery and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Dr. Gundersons flesh melts off as the creature inside him oozes out and swarms out and dissolves his own flesh.
Exert your Mind and spend an Action.
You transform into Living blob for the next hour. 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 a rodent could fit through.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. 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.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.
An egg-shaped sphere bulges under the skin of your chest area then travels to the palm of your hand and erupts from it.
It spawn a sentient mass of flesh the size of a thumb phalanx that will grow delicate tentacles and a single insect like eye in a matter of second.
If alive and not needed the minion go inside your stomach to feed on nutriment in the stomach acid.
In addition to their insect like eye, they sense the world around them via the vibrations they receive with their tentacles and can communicate with you by producing slight vibration with one of their tentacles.
Take a Severity-1 Injury and spend an Action. You must use up flesh (at least 0,5 pound) in order to activate this Effect.
Summon a single flesh blob 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see an egg-shaped sphere bulges under the skin of the chest area, then travels to the palm of your hand and erupts from it, spawning a sentient mass of flesh.
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.
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.
I double over, clutching my chest as heat wells up from within. I cough and splutter, giving way to screams as my skin darkens into crystalline obsidian. From within the black, glass-like surface, purple flames expand and quickly explode from around my neck, wrists, and ankles. I am wreathed in purple-black flame that sizzles and pops, and I stand up. My vision is locked onto who or what triggered my transformations with glowing purple eyes of flame.
This Effect activates whenever a serious devastating injustice happens around me or an opposing demonic force appears. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. This Effect cannot be used unless a serious devastating injustice happens around me or an opposing demonic force appears.
You transform into Abyssal Justicar for 30 minutes. You have access to all of your Powers while you are Abyssal Justicar, 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see my body take on a demonic, abyssal form of purple-black flames.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Haley's form quickly morphs into the massive 10 meter tall form of Jira, a truly enormous theropod-like monster. With an upright stance and a long powerful tail dragging along the ground matching monsters of pop-culture. Jira is built for destruction in bulk, not so much for dexterity or precision. The large stride of Jira allows him to move faster than Haley, but not by much (30 Feet of Free Movement).
Body: 11
Brawn: 9
Dexterity: 1
Fall damage increased by 4
Armor: 3
Attack by rolling Body, dealing +1 Damage.
30 feet of Free Movement
Exert your Mind and spend an Action.
You transform into Jira 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), but you can use 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 may speak and use any Influence or Communication Powers you posses.
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
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 magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. 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.
While disguised, you cannot use any Activated or Targeted Powers.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.