Girl turns into spooky werewolf! Oh shit!
Exert your Mind and spend a Quick Action.
You transform into ________ for 3 minutes. You have access to all of your Powers while you are ________, 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 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you twist and contort as you become a monstrous werewolf!.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Pete stands tall, his eyes fixed on the sky. He takes a deep breath and lets out a sharp whistle, a clear, resonant sound that echoes in the air. Moments later, a small, fluffy cloud begins to descend from the heavens, looking almost like a soft, white piece of the sky itself, reminiscent of ancient tales.
As the cloud draws nearer, Pete braces himself, then performs a flawless somersault, landing deftly on top of the cloud. The cloud feels surprisingly solid beneath his feet, and a sense of lightness envelops him. With a focused mind, Pete maintains his concentration, ensuring the ritual's success. He stands on the cloud, which gently rises, lifting him above the ground.
The cloud, now carrying Pete, begins to move smoothly and silently. As he gains altitude, he feels an exhilarating sense of freedom. The landscape below grows smaller, and the wind rushes past him. He leans forward slightly, and the cloud responds, moving forward with ease, though it sways gently, almost as if it had a playful spirit.
While flying, Pete can maneuver the cloud with incredible agility, reminiscent of the legendary journey of Sun Wukong. He darts left and right, ascends and descends with precision, the cloud effortlessly following his movements. It sways and moves with a life of its own, a subtle nod to its mythical origins.
As Pete glides through the air, the world below unfolds in a breathtaking panorama. The cloud remains steady beneath him, providing a safe and reliable platform. For two hours, Pete soars through the skies, exploring the world from a bird's-eye view, immune to the dangers of falling and reveling in the unmatched freedom of flight. The cloud, seemingly imbued with ancient magic, hints at its legendary origin tied to the mythical Monkey King.
Exert your Mind and spend two Actions performing the following ritual: Pete Whistles and waits for a small cloud to descend from the sky he dodges it with a somersault landing on top then. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your Small Cloud. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.
You are subject to the following effects while gliding or flying:
Ante reaches into her sleeve with her dominant hand and pulls out a object with a subtle blue light
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
With a chant of "Occulta spirituum post reflexiones exeat et audi," and a proper portal to the mirror-lands, a shade is drawn forth, serving for a time in exchange for a gift of mystic power.
Exert your Mind and spend two Actions performing the following ritual: Press your hand to a reflective surface and chant. You must actively and obviously use a reflective surface to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Mirror Shade at your location. They will 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 1 minion active at a time.
Invoking the elemental spirits Izzy is able to change into a small cat. To activate this power she must trace the pentagram on her choker necklace.
Exert your Mind and spend an Action. You must actively and obviously use pentagram choker to activate this Effect.
You transform into a black cat or any region-appropriate medium-sized animal 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 do not have access to any of your 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.
Calling apon the spirit of the Yaksha, ancient Buddhist Battle-Demons, you are able to temporarily shrug off ANYTHING--and reach levels of strength incomprehensible to mere mortals.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
Stress from Injuries acts as a dice bonus instead of penalty.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Incredibly scary & obivously supernatural / Demonic Yaksha-spirits emanating from you; screaming out for battle..
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 Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. 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 cannot alter the appearance of your flesh and blood.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
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 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.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.