A thin line of hair embedded to the back of grigori's otherwise smoothly shaven head. From this tiny strand thick luxurious black locks snake down grigoris neck and attach themselves firmly, they continue down to grigoris shoulders in beautiful ringlets. Over the course of a contract the locks will get longer and longer depending on how consistently he's using his strength, additionally they will have a lustrous shine to them. During downtimes the hair will retract back into the normal mullet length size.
You gain the following benefits as long as you have your Literal Samson hair.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Ferb's skin has started to change and glow a bit. However he is no longer a fan of cheese any more as the smell repulse him.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Possession of this Power grants the following Trauma at all times: Fear of cheese.
Adjusting his glasses causing whatever he has his eyes locked on to move and using it to leave behind clues or reveal clues. Its the purest form of telekinesis.
Exert your Mind and spend an Action.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Trauma at all times: If someone aims at him with a gun, must roll mind to not become aggressive.
The eyes of a hawk, sharp and slim: a figure picturesque of nobel huntsmen of old, claw-marks ordaining the obivous:
The Huntlord of the Hannese has returned!
There is a concept buried deep in Chinese Han aristocratic culture of a "Huntlord": a rough translation of what was essentially a demonized mythology of the Mongol Man.
We see Huntlords in typical media in Mulan: in the form of the Khan, we also see them in Kraven from DC, and Draven from League. The Huntlord is a scary sadist of a man, hairy and brutal, showy and unhumble: everything the Han despised and demonized into legend.
You gain the following benefits as long as you gain "The Hunger: Qi (You must consume the souls of living beings, through consuming them.)".
You are permanently and visibly transformed: Sharp features, claw-marked scars, quick-growing mane.. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 2, your Perception is increased by 2, and your Charisma is increased by 1.
Possession of this Power grants the following Battle Scar: Lycanthrophy.
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
Dr. Freeman is an artist of flesh. During surgery, he may alter a patient's appearance at will.
Exert your Mind (unless you are disguising the target to look like a specific person and use that person's body parts as fuel) and spend a minute. You must use up a section of skin in order to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You may Exert your Mind (unless you are disguising the target to look like a specific person and use that person's body parts as fuel) and spend a minute to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see facial and skin transplant.
Jax’s skin becomes Pale, squishy, and semi-translucent. When activated the power allows him to constrict his body through small areas like a squid and stretch his appendages up to 30 feet.
Discovered the morning after a victory party at which he took a whole cocktail of drugs leading to his discovery, the morning after he had noticed his skin looked strange and upon inspection it seemed to be made of rubber or something, instead his muscles had been transformed into a biological hyper-condensed material, upon being cut while the ability is active the drugs that metabolised into his blood react poorly when exposed to the new muscular tissue and cause painful acid burns, this ability is often kept active because leaving it causes debilitating pain for an hour, this however causes dependance issues, and clouds the mind of clear judgement, for some odd reason being in this state often leads him to supernatural situations
You gain the following benefits as long as Must be under the influence of two or more types of narcotic substances.
You are permanently and visibly transformed: OCTO-JAX. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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.
The Severity of any Injury caused by Blades is increased by 2.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
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).
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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 are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.
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.
The Severity of any Injury caused by fire and heat is increased by 2.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer 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 no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by electricity is increased by 2.