Covered in feathers of the purest white.
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 2, your Dexterity is increased by 2, your Perception is increased by 3, and your Intellect is increased by 2.
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 are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Freya's skin is an inhuman shade of gray and yellow. Covered in thin lines that delineate distinct panels all across her body.
Certain parts across her body are lacking these panels, revealing an interior made of rubber tubes, countless eletrical components, and empty space. Potential to be filled.
Freya's internals are incomplete. Her motherboard has space for several other attachments, parts of her limbs are hollow, clearly meant to house additional tools and modules. Currently, all of this sits unused, but Freya is quite literally filled with potential, should she ever have the opportunity to utilize it.
Her body is largely based on a human's, mimicing its needs so that when she was eventually completed and utilized in the field, logistics would not need to build around non-uniform needs. (This is largely false. An exuse employed by Freya's creator to buy herself time to perfect the model's energy systems. Although it led to break throughs in biofuel refining, it was not the end goal.)
The only need Freya does not share with humans is sleep, but she *does* require around eight hours of charging a night. Her battery is capable of lasting longer by entering a progressively more restrictive low power mode, before eventually forcibly locking down and deploying solar panels built into her shoulders. Her prefered method of charging is plugging into her specially crafted charging dock, but in a pinch she can plug straight into a wall or utilize the aforementioned set of collapsible solar panels in her shoulders.
Freya has the ability to record what she hears and play it back freely, thanks to her vocal synthizier. Though, to do so she has to pass a forgetful roll.
You gain the following benefits at all times.
You are permanently and visibly transformed: an vaugely human android. You are considered to be a Sapient, Non-Living Computer when targeted. Your Perception is increased by 1 and your Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by Electricity is increased by 2.
Broken and refined by the genre that's defined him his whole life, the natural final step is to become it. Embracing the style just isn't enough, not for Frank's "benefactor".
His body has become pallid and dull, a stark white with hints of black and gray sprinkled about. His clothes appear to seamlessly weave into his body at times, taking on an odd fleshy texture and a distinct lack of color.
This massive change to his physiology has come with a few added effects (see: Continuance & Witness Protection). Through hardening & softening his body, Frank's capable of slipping into places previously thought improbable. It also appears to be unphased by any elemental conditions, functioning no matter how hot or cold his surroundings are.
You gain the following benefits at all times.
You are permanently and visibly transformed: true noir detective. You are considered to be a Sapient, Living being when targeted..
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 are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
You can squeeze through any cracks and passageways a cat would be able to.
Sir Loin was cursed by a wizard to become a Minotaur, giving him many gifts as well as setbacks which includes increased strength but also the need to supress the rage of the bull.
You gain the following benefits at all times.
You are permanently and visibly transformed: Minotaur. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
You may make a +2 Weapon Damage horns (piercing) attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Through countless training and effort, Vergillius has become much more reactive through his own efforts
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).
Possession of this Power grants the following Battle Scar: Wheezing.
Possession of this Power grants the following Trauma at all times: Delusions Of Grandeur and Delusions Of Invincibility.
You also gain the following effects:
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
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 priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.