METH GOLEM... PUNCH!
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, 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:
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.
Using the item requires River to hold onto the crystal that she is now wearing on a necklace until she drops unconscious.
Exert your Mind and spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. You must actively and obviously use A charged Crystal Pendant to activate this Effect. 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 becomes incapacitated or is destroyed, you are forcibly evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You are able to engage in combat or take other risky actions without being forced out of the host’s body.
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.
Adrenaline surged through Luciano's body, either a fight or flight reaction from the increasing pace of the footsteps behind him, or out of fear as he recognised the all-too familiar oily lining that began to coat his throat; a premonition of what was to come.
An unnatural pressure forced his head to lift upward and turn his eyes skyward, his mouth pushed open by an internal presence so severely that his upper and lower jaw no longer remained connected by bone, and instead merely by the stringy flesh and muscles that lie there.
All signs of where there had once been teeth and a tongue were now concealed by the dark glistening of a beak that lay much further into the unnaturally sized maw, and launching their way past said beak with freakish speed were a group of 8 tentacles: pushing impossibly through the narrow space as if fighting for freedom of Luciano's body, each about the width of his own leg.
At once, they all finally found their majority exit from his body, snaking around his form and pushing down onto solid ground in a spider-like formation, their length necessitating that Luciano's feet now floated off of the ground.
And then, the horrid octuplet mass began to gallop in unison, kicking up dust as the monstrous flesh at once became only a blur on the horizon
His father was a Gen-Wyld operative with a bunch of Cuttlefish DNA implanted into him that made him all Squiddy, grafted tentacle appendages and gills and what not. Enzo probably shouldn't have been allowed to procreate, who knows.
I'm sure that no further horrific changes will result from the unmonitored mutation and growth of a Trans-Sepiidian Blossom. Unfettered scientific progress my beloved
You gain the following benefits as long as Alt Form Activates.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 150 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 150 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
Edgar leans in close to the grappled or restrained target, using his thin pebbled tongue to extract a live maggot infesting his body, which he then inserts into an ear, a nostril, the mouth, or another orifice of choice - he then pronounces the terms upon which the maggots will mystically multiply, consuming the victim from within...slowly.
A curse learned from the vile pages of the Cultes des Goules, this effect relies on maggots that have come to live within the bodies of the Ghouls themselves, feeding on detritus & rotting flesh that lodges between the creatures teeth. These maggots are not generally harmful to the Ghouls, but if forced into healthy flesh they can be unnaturally voracious, made even more so by a Maledicta from the dread book - when the curse is fulfilled, the maggots multiply within the victim, eating him from the inside out in an excruciating process that can take up to a minute - of those killed by The Worm Turns, only bones remain.
Exert your Mind and spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless the target is grappled or restrained. You must use up a live maggot in order to activate this Effect. Roll Brawn + Melee Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 6. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
I touch the chest of the dead and focus my gift into it showing a faint green with red and yellow surrounding the dead and then slowly draw my hand up as i stand up and pull the creature onto its feet by doing so.
Exert your Mind and spend an Action to activate. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for one hour or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have all their Abilities set to 0. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
The caster envelopes themself in a thin veil of bluish-silver smoke before quickly vanishing from their current location and swiftly reappearing somewhere else.
A fairly simple teleportation spell. Can be improved with a variety of different effects by experienced mages.
"Teleportation still makes me queasy. I need to get used to that."
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
Possession of this Power grants the following Battle Scar: Torn ACL.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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.