The Beastmaster holds up a bowl of chunky green liquid and begins the process of his transformation as his allies bide for time.
Use up this green guacamole-like mixture and spend two Actions performing the following ritual: consume the guac, then howl or roar very dramatically towards the moon (or sun). You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into a very furry and animalistic version of yourself for 3 minutes. You have access to all of your Powers while you are a very furry and animalistic version of yourself, 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, your Dexterity is increased by 1, and your Perception is increased by 1. Your Stress is reduced by 2.
Your body is adapted to smell. You receive +3 dice on non-attack rolls related to smell.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
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.
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.
Darius creates uses a card from his MITTCG® deck and summons whichever monster is on the card.
Use up this MITTCG® card and spend an Action.
Summon a single MITTCG® Monster 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.
Injecting the serum into the neck of someone, their body mutates as they swell up black biomass and blood expelling itself out of the user's pores that drains their intellect in exchange for unbridled power. Converting the poor user into an armored berserker, hellbent on destruction.
Lewis’s experiments have achieved a new breaking point as he has discovered ways to tap into the potential of human evolution and create soldiers who know only how to fight.
Increase your sacrificial Injury's Severity by 1, use up this syringe filled with red liquid (unless you succeed on 1d10, Difficulty 7), and spend a Quick Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you gain traumatic brain injury.
You transform into A hulking mindless berserker clad in black organic knight armor for 3 minutes. You have access to all of your Powers while you are A hulking mindless berserker clad in black organic knight armor, 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, your Dexterity is increased by 2, and your Perception is increased by 2. 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).
While transformed, instead of your normal clothes and equipment, you are equipped with: Organic black plate mail (Armor 4)
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the user's body swelling up and becoming a monstrous berserker leaking blood and biomass.
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.
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.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Gunslinger has learned to make high quality beef jerky, capable of accelerating the consumers recovery.
Spend 1 minute and use up this Beef Jerky. Select a Living target within arm's reach. Roll 7 dice at Difficulty 6, dice penalties do 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.
When activated, the coin will dissappear
Use up this coin and spend an Action to activate. Select a target within 45 feet. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
A sealed hip flask, stainless steel, embossed with a water drop. Inside is a magical potion that renews each time the flask is sealed so that the flask is never empty. One sip from the flask heals the drinker based on dice rolls.
Spend 15 minutes and use up this Potion. Select a Living target within arm's reach. Roll 7 dice at Difficulty 6, dice penalties do 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.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
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.
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.
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 mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.