As the transformation begins, the character's body convulses violently, bones cracking as they surge into a towering 9-foot monstrosity. Their skin tears apart, revealing sinewy muscles covered in coarse, brownish-red fur, each strand slick with a sheen of blood. The fur pulses with dark energy, emitting an acrid, unnatural smoke. Two long, jagged horns burst from their skull, curving slightly backward, their tips glistening. Their eyes blaze with a sickly, unnatural glow, and their mouth stretches into a snarl, revealing rows of razor-sharp teeth. The transformation culminates in a bone-chilling howl, a desperate sound that seems to tear the very air apart. Every step they take leaves scorched earth in their wake, as reality itself recoils from the presence of this monstrous, eldritch being.
Exert your Mind and spend a Quick Action.
You transform into an Eldritch Werebeast for 3 minutes. You have access to all of your Powers while you are an Eldritch Werebeast, 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. Your Stress is reduced by 2.
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: Fur armor (3 rating)
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see an eldritch, demonic and feral creature emerge from the bust skin of a formerly mild man.
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.
Possession of this Power grants the following Trauma at all times: Uncontrollable Anger.
Noah's will to survive is pure muscle memory now. Whether it's exhaustion, pain, or panic, he pushes through it like he's still on the couch with a controller in hand.
This gift hardens his mind and body against fear, injury, and fatigue,because in Neo-Genis, thereโs no break menu, no save point, and definitely no quitting.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: paranoid.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail.
No pain
You gain the following benefits at all times.
Your Body and Mind Penalties are reduced to 0.
Kanni's energy core produces a strong magnetic pull, fine tuned to harmonize with pieces of herself, allowing her to quite literally, pull herself together, so long as enough of her remain to properly produce such a pull.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level each Round. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Jason Brennings holds his baseball bat firm and ready, his body vibrating rapidly as he is split apart; his aura forming a ghostly figure of the Master-Batter.
Exert your Mind and spend an Action.
Summon up to 3 Sapient Master-Batter Ghostly Clone at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
Possession of this Power grants the following Trauma at all times: Team Player: You can't go wrong playing in a team; whenever a moment passes when you have to make a decision that goes against working against your allies, rolls a self-control roll not to hesitate..
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.