Emily collapses to her knees for a moment, and she locks her paws together. Her claws piece her own flesh, and she remembers, just for a short time, the night that she drank from the Red Grail.
The transformation starts from the blood that stains her claws, the fluid roiling for just a moment before it begins to run up her claws, paws, and her arms. The blood turns into thin, fluttering fabric that moves softly almost by itself. It covers her, wrapping her in many layers, obscuring her form. Her arms and legs and tail are lost in the fabric, her face shrouded in shadow. Digging though the fabric might not even find her at all... although the fabric caresses those who do.
And yet...
Everyone who looks at The Priestess knows she has an ever-present smile.
It is said that those who die at the hands (or paws) of one of the Hedonistic Priestesses always die with a smile on their face.
Increase your sacrificial Injury's Severity by 1 and spend two Actions performing the following ritual: kneeling, and digging your claws into your own flesh.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into a Red Grail Priestess for 3 hours. You have access to all of your Powers while you are a Red Grail Priestess, 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 Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Long, red flowing robes that are constantly in a sensuous motion. One of her hands, wrapped in cloth more blood-red than blood, holds a shield made of thin crystal. It sings a wonderful, keening sound when struck. She wears the Reaper's Skull over her muzzle. On a belt, hidden within the robes, are various injectors of recreational drugs.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Kaiza's eyes narrow, and her neck cracks with the sound of creaking metal as she rolls her head from side to side. She closes her eyes for just a second, and the metal plates underlaid with her skin begin to glow white hot. Steam seems to seep from her skin, and then a bronzish, oily-sheened liquid that must be blood drips from the seams where alloy meets flesh. She opens her eyes, and they glow with determination and electricity.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the metal within her skin seeming to burn white hot, and oily blood dripping from the seams where alloy meets flesh.
When ready to run, a glare in his eye appears. As they take the first step, their foot becomes a blur. And when he takes off, he isn't seen till' he stops.
Exert your Mind and spend an Action to activate.
You can move at four times your normal movement speed for the next minute.
Your super speed affects all self-powered modes of movement, and you may avoid minor obstacles as you go.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
He gets enveloped by bright light as his body transforms into a female version of him with with a chosen age and the chosen clothes are formed one by one.
Just imagine a magical girl transformation...
Maybe this is a side-effect of watching too much shoujo magical girl anime...
Exert your Mind and spend a minute.
Your appearance changes to A female version of yourself. The disguise lasts for two hours, or you may end it early at will.
You are only able to shift into the one predefined appearance. This 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.
You may only use this Effect once per day.
Gungnir flits across Eddie's body, it's impossible edge tearing her skin in a thin line. The wound billows, blood like smoke, and in an instant consumes her: with a flash of Hell seen at the back of the eyes, Eddie is replaced with the form of the demon prince Baphomet, a creature of opposites combined: Human and beast, male and female, civility and monstrosity.
She usually wears this skin for the monstrosity bit more than the civility one.
Increase your sacrificial Injury's Severity by 1 and spend a Quick Action. You must actively and obviously use Gungnir to activate this Effect.
You transform into the demonic aspect of balance, Baphomet for 30 minutes. You have access to all of your Powers while you are the demonic aspect of balance, Baphomet, 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 Stress is reduced by 2.
Your body is adapted to climbing. You receive +3 dice on non-attack rolls related to climbing.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see take on the aspect of a demon with burning eyes and a pentagram which bleeds burning blood on its forehead.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Passenger rips forward out of the host's flesh, spraying the ground and anyone near with warm blood. It surges forward, carrying all of its malice and anger to pierce straight through any who stand before it. Though The Passenger itself is about a liter of crimson, the activation of this ability releases a torrent of blood that can be easily controlled and manipulated by its host. The dark red stays close to the host, not usually moving beyond five feet from the host, but the extra manifested blood can be controlled up to 30 feet away.
While the host remains competent and capable, The Passenger will behave, being as vicious or soft as its controller requires. It does not, however, tolerate failures, and when its host cannot meet its demands, it attempt to find another, more suitable host to augment.
The Passenger can be destroyed or stolen in a number of ways:
* Injecting the host with anticoagulants.
* Sucking it out of the part of the body that it inhabits.
* Severing the limb that it inhabits.
* Something able to grapple incorporeal creatures should be able to pull The Passenger out of its host.
* Once dead, The Passenger will burst out of the host's body to find a new host.
Exert your Mind and spend an Action. You must use up 1 Liter of Blood in order to activate this Effect.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Thrusting Sword.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
You may turn this Effect on and off at will during its duration.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your appendage has its own agenda (to Find a Better Host), which it will attempt to follow. You must roll Self-Control to reassert control when this occurs. If this occurs during Combat, it gets its own dice pool, and stopping it costs your entire Action.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they 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.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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 mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
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.