Isabella is a natural beacon of glamour and awe! Whenever she speaks, everyone around her cannot help but be dazzled by her very presence. However, this has also caused her to get used to preferential treatment, and now she canโt stand anyone who disrespects her.
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: Vengeful.
You also gain the following effects:
While mostly normal at a glance, there are seams along every joint. Her skin gleams slightly in the light. There are noticeable in-set holes along the backs of her wrists.
Bev is not satisfied with the โGood Doctorโsโ enhancements. Her vitals are still โvitalโ, the lack of internal protection combined with skin made from some manner of conductive metal leads to a glaring vulnerability to electricity. The processing elements added to her brain are useful, but they are also potentially exploitable โ especially with the doctorโs binding laws lying dormant within.
With time and effort, the insulative nature of the skin has been purged as the plating was replaced through contractive magics.
You gain the following benefits at all times.
You are permanently and visibly transformed: The skin has seams along its joints, and feels obviously metallic to the touch. You are considered to be a Sapient, Non-Living Computer when targeted. Your Intellect is increased by 1.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Fires bullets from wrist attack without additional equipment.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
Liam is guided by the dead, who guide him to do better & spur him on his way - in this manner, he always seems to be one step ahead, ducking aside or striking first as the ghosts tip him off to danger.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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You gain the following benefits at all times. You must actively and obviously be using Tailored Suit to gain the benefits of this Effect.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 2, your Charisma is increased by 2, and your Intellect is increased by 2.
Possession of this Power grants the following Trauma at all times: Superphobia: A fear of the Supernatural and Paranoia.
The Severity of any Injury caused by Fire & Heat is increased by 2.
Whether he is shot, stabbed, or grenades, he can physically handle whatever is coming at him. His mind too, whether they try to break it or simply insult him.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Because of your ancestral association with wendigos you always have some small physical changes but they become much more pronounced while using you wendigo form power
without using the power you always have small antlers sprouting from the sides of your head and a small dear tail
You gain the following benefits as long as you are in wendigo form.
You are permanently and visibly transformed: Wendigo. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You may make a +2 Weapon Damage Claws and fangs attack without additional equipment.
You cannot wear standard human clothes. Using equipment, vehicles, or facilities designed for humans is not always possible and always comes with increased Difficulty.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
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 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:
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects: