A black aura, contained within geometric shapes of floating gold, engulfs Madame Ianthe. When it clears and the floating symbols vanish, she is replaced by a small bird, about the size of a raven, made from the aura that engulfed her and ringed by golden shapes.
Exert your Mind and spend an Action.
You transform into a small bird made of floating golden geometric shapes and black fog 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.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Your bloodline had been blessed with Alban's blood, and your recent actions have caused it to awaken. Your body begins to shift ever so slightly, manifesting draconic features.
You gain the following benefits at all times.
You are permanently and visibly transformed: for a Dragon's heart replaces your Human one, growing clusters of red-tinged scales across your body. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Intellect is increased by 1.
Your eyes narrow, and you hear blood rushing in your ears. Bile and excitement rise up in your chest as you desperately plead with the most high power, to just this once... Destroy everything and everyone and leave no traces.
The targeted area begins to buzz with static - and if you were there - you could swear you could hear a pleading hymn through the interference.
It explodes. It burns. It is gone.
Dare any of you, having a matter against his neighbor, go to law before the unrighteous, and not before the saints?
Exert your Mind and spend an Action to activate. Select a Location no further than 40 feet from you and in your line of sight. Make a Trauma roll when you activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Occult at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this damage.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
Possession of this Power grants the following Trauma at all times: You feel hypnotized by fire and destruction. You must roll self control to come back to yourself.
....
Exert your Mind and spend 1 minute. Select a Location within your line of sight , and which is directly adjacent to Car wash. You must be within arm's reach of Car wash to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Parking lot of Gas station/diner/carwash for one minute, you may activate this Effect and travel to the edge of any other Parking lot of Gas station/diner/carwash that you’re aware of, regardless of range.
You may only use this Effect once per day.
(See character description)
Mainly used to get computer for flavoring
You gain the following benefits at all times.
You are permanently and visibly transformed: Robot body. You are considered to be a Sapient, Non-Living Computer when targeted..
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Your body provides you with the functionality of Technological Tools (usb drive, cables, cords, etc). If used to attack, these "tools" use the same stats as a small knife.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
Every time Sycamore gets hurt, when they would feel pain or strife, they instead hear a surge in the voices that follow them as their responsibility creeps closer and they tune into what they're meant to be. They cringe and try to smile it off, but they honestly have no idea why they can't feel their injuries, and it's terrifying. Close passerby hear faint whispers- "Get up", "Help me, please" "Can't you hear me?" "It'll be over soon, please, over here..."
Grandpappy Van Brunt figures Syc's getting up on their way, finally, and has decided to give them a helping hand in their line of work. Even if it's not what he expected, he'll try to accommodate for the ingrate- kids these days aren't tough like they used to be.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
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.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
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 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.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects: