When Harry Johnson calls upon the legendary might of Svyatogor, he becomes the living embodiment of this ancient bogatyr’s indomitable spirit. In this state, Harry’s very presence on the battlefield transforms—he moves with the effortless strength and unwavering resolve of a warrior forged in myth. His body, honed to perfection, exudes a quiet yet terrifying power, leaving no doubt that he is a force to be reckoned with.
Every movement is calculated, every strike purposeful. Like Svyatogor, whose strength was unmatched, Harry’s form is a testament to his absolute commitment to the fight. In this silent and focused state, he is not just fighting—he is the battle itself, a living manifestation of the warrior’s path. His senses are attuned only to the rhythm of combat, his mind stripped of all distractions, leaving behind a singular purpose: to see the fight through to its inevitable conclusion.
As long as he remains in this form, Harry is an unstoppable force, embodying the timeless legend of Svyatogor with every step, strike, and breath. This transformation is a declaration to his enemies: the fight has begun, and it will end only when Harry wills it to.
Exert your Mind and spend an Action.
You transform into A Perfect Fighting Stance for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.
While in this form, you can squeeze through any gap that a rodent could fit through.
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.
Mikey is able to trust his feeling for when he needs to be aware and for where to best aim his attacks. His strong gut feelings can sometime however, cause severe revulsion in the face of the horrible.
You gain the following benefits as long as you have your Washboard sixpack.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The object animates by verbally crafting lines from a story about what the object is destined to do when animated. As if the narrator in a book utilizes exposition to predicate the actions of a given object.
This power is caused by an influx of meta particles that impart a desire to exist on an inanimate object. Only those that speak with absolute confidence and in the correct tonal cadence in the moment of choosing can impart such a desire. This is known as "Causal Diction". Causal, meaning "involving causation or a cause : marked by cause and effect" and Diction, meaning "a choice of words especially with regard to correctness, clearness, or effectiveness". Sometimes, to those who have merely witnessed this phenomenon, it is referred to as "The Voice of All Things". Since it appears as though the user audibly commands life into that which does not possess it. Allowing objects to move and act freely, and thus, granting them a "voice" of their own.
Exert your Mind and an Action. Select a Inanimate target within 20 feet which could fit inside a rolling luggage bag (50 liters).
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can only maintain one animated object at a time.
Animated Objects have the following restrictions and capabilities:
This Effect is not obvious, and the only sign you are using an Effect is Audible Muttering. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
throws hammer
You gain the following benefits as long as you are engaged in combat with throwing hammers.
+2 dice to all rolls utilizing throwing hammers.
You also gain the following effects:
Joey just exudes the energy of a main character. People are inclined to believe him, even if they don't know why, and they will defend him for it! He only speaks the truth!
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Delusion of Grandeur.
You also gain the following effects:
A scavenger need to hunt survive and be on the constant edge be always allert for the next thing they throw at him
You gain the following benefits as long as you have your the Curse (Black Thunder tattoo over his Back).
Your Perception rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Rotten Stomach.
Possession of this Power grants the following Trauma at all times: Survival firs Helping later and The Survivor.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
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 influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.