After becoming one of the undead, your skin paled in complexion, your canine teeth turned to fangs, you no longer age, and your heart no longer beats at a normal pace.
You gain the following benefits as long as you are not in direct sunlight.
You are permanently and visibly transformed: A powerful humanoid, with pale skin and elongated fangs. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage sharpened nails attack without additional equipment.
The Severity of any Injury caused by silver is increased by 2.
Oct. 18, 2023, 12:34 a.m. - Revision Cost: 1. Added Enhancement: Eternal, Added Drawback: Vulnerable
Keith Nightly was born to play, and his every lyric and every note carries with it an unstoppable wave of raw emotion possessed by only the most passionate of artists.
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).
You also gain the following effects:
With a snap of a finger, an Eihwaz rune appears right next to Jimmy. From the rune, a leprechaun arises holding a shillelagh. With a mischievous laugh, this little faerie minion will batter your enemies till they drop.
Exert your Mind and spend an Action.
Summon a single Leprechaun 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.
The eyes are the first things to melt and transform into the saccharine liquid, the rest of the internal organs follow and the skin is the last to transform. From the outside view it looks like the body deflates as if drained from inside.
Exert your Mind and spend an Action. You must use up sugar cubes/rectangles in order to activate this Effect.
You transform into a strange red liquid for the next hour. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
You may turn this Effect on and off at will during its duration.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you melt from the inside out.
Others can tell that I am speaking to the creatures, it’s quite amusing
You gain the following benefits at all times.
You may understand and communicate to terrestrial animals as if you are fluent in a relevant language.
While Jasmine stays the same, scars suddenly appear all over her body showing the Years of torture and programming she endured to become Agent 903. Her eyes change from their normal blue to a bright green, and her muscles all tighten and become more pronounced as her body adapts to the overly strenuous training.
While Jasmine can not handle atrocities of such a violent worlds, Agent 903 has no issues with such things. What she can't abide by is failure. Failure equates to punishment, and a disappointed master. That will not do. While Agent 903 does Try to keep her fronting blackouts from disturbing Jasmine, a job is a job, and she will not fail, even at the cost of Jasmines comfort or sanity.
This Effect activates whenever failing a Sleeper Cell roll.. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event.
You transform into Agent 903 for 30 minutes. You have access to all of your Powers while you are Agent 903, 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 Dexterity is increased by 1. You do not suffer any Stress while transformed.
Possession of this Power grants the following Trauma at all times: Sleeper Cell. Jasmine is completely unaware of what happens while she is Agent 903. and That's not me.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
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 musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance 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 you with Damage equal to your Outcome + 4. Armor is fully effective against this Damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.