Jacob clutches his rosary, whispers a small prayer, and focuses on what decisions he made that brought him to this point. Shattered memories of alternate branches, alternate versions of him, come to mind. The multiverse is vast, and his branching decisions are many. Once he picks a path, his form shifts. Ghostly forms of these presents that never came to fruition manifest into a near corporeal form in front of him. These forms then get brutally maimed, crushed, and moulded into a small orb. It shines like a pearl, with a gleam of potential. Jacob swallows it and his body warps and alters to fit that form.
A blessing has been granted. Your thoughts, ideas, and maybe even regrets of them can be mixed into the fold, twisting and writhing within the orb. Rejoice! You can become others as well! What a wonderful gift for someone who loathes themselves to such a degree.
You let him die, Jacob.
It's time.
Exert your Mind and spend a half hour. You must actively and obviously use a rosary to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
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 may directly mimic the appearance of a specific individual. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the faded forms of ghosts that are moulded and shredded to make a new form (Atrocities).
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.
Aisen's features darken as if silhouetted by by a harsh light that does not exist. You struggle to perceive her or remember her at all.
Exert your Mind and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Transform into a large black horse with a flowing mane and tail that seem like silken shadows. The eyes glow in the dark with a blood red light that casts creepy shadows down your long equine muzzle.
Exert your Mind and spend an Action. You must actively and obviously use A silver locket with the shape of the Battle Mare on it, inside of which is a braid of Her tail hair. To use, the locket must be opened and the hair braid kissed. to activate this Effect.
You transform into a Nightmare - a black horse with glowing red eyes 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), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive 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.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
a bright light emits from your finger as fire forms cat like traits with ears 2 tails and claws
Exert your Mind and spend an Action.
You transform into Nekomata for 30 minutes. You have access to all of your Powers while you are Nekomata, 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 1. 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).
You may end this Effect prematurely as a Free Action.
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.
Iryna pulls out a contraption that looks like a cross between a printing calculator, a Geiger counter, and a TI-82, tuned together and strapped to her wrist. She turns it on and sweeps the area, tuning it to the latent radiation around her to find the places where it’s most disturbed. It scans the area and prints out the coordinates as well as any instructions on how to get to the weapon.
Exert your Mind and spend one minute.
You automatically detect all sources of major environmental contamination and weapons of mass destruction within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
Even if there are no sources of major environmental contamination or weapons of mass destruction within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
The means by which any sources of major environmental contamination and weapons of mass destruction are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.
As Clyde is about to fight, if he sees his combatant being an actual issue, or danger to all, he starts to morph his body, re-figuring and moving his bones at a fast pace, fur growing off of him, claws growing out of his finger.
Exert your Mind and spend a Quick Action.
You transform into Werebear for 3 minutes. You have access to all of your Powers while you are Werebear, 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 2 and your Perception is increased by 2. 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).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Fur sprouting on his body, his body morphing, skin slightly stretching to fit the new figure.
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.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
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 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 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 toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.