You are host to the Parasitic Clown Larva. Your nose, hands, and feet are grotesquely swollen with blood, leaving the rest of your body pale and lifeless. Your bloodless lips are drawn back in a permanent rictus grin.
You gain the following benefits at all times.
You are permanently and visibly transformed: Clownform. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma 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.
Possession of this Power grants the following Battle Scar: Creepy: All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar and Swelling: Your limbs are grotesquely swollen and ungainly. You make all Dexterity rolls at +1 Difficulty..
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 joke, toy, or fake weapons is increased by 2.
Darlin' is visible throughout Valentine's body, Festering on their arm as they touch it, Peering over from their neck, Manifesting to protect Valentine from incoming attacks, Splitting out of Valentine's back to provide them with items, spinning through Valentine's spine to assist them with movement, Warping Valentine's inner nose to improve their scent, Warping Valentine's inner ear to improve their hearing, Warping Valentine's eyes to improve their eyesight in the darkness.
Darlin' is changing Valentine so they can be the best Baseball Player, ever.
You gain the following benefits at all times.
You are permanently and visibly transformed: Symbiote. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception 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.
Their body is shaped similarly to that of a sea snake, being elongated and covered in blue scales. At the end of their body is a large tail fin. Their skin is covered in light blue scales, and their torso is humanoid, with two arms, with hands are humanoid but have only four fingers with claw-like ends. Their face is humanoid but features fish-like attributes, including an anglerfish bulb on their forehead, fin-like appendages on their head, a fish-like mouth, and a second, smaller pair of eyes situated above the first pair.
You gain the following benefits at all times.
You are permanently and visibly transformed: Sea Naga. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.
While in Deep ocean, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
Your appendages can reach an additional 30 feet.
Your body provides you with the functionality of night vision. If used to attack, these "tools" use the same stats as a small knife.
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.
The Severity of any Injury caused by evil, corrupted, or dark aligned weapons.(especially including weapons of Abyssal amethyst) is increased by 2.
Freya's skin shimmers and, with hard light projections layered on her skin, changes to look like a normal human being.
Spend a minute.
Your appearance changes to an olive skinned woman with short black hair. The disguise lasts for two hours, or you may end it early at will.
You are only able to shift into the one predefined appearance. This 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 cannot directly mimic an existing person. You cannot alter your clothes. 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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
This Effect ends if you take an Injury or are stunned or incapacitated.
Miliz's skin and hair is a ghastly blue, rather than a traditional skin tone.
You gain the following benefits at all times.
You are permanently and visibly transformed: Semi-transluscent pale blue skin and striking blue hair. You are considered to be a Sapient, Non-Living being when targeted..
Your Injuries no longer degrade with time.
He begins to juggle the cards as they become a throwing weapon for him to use
You gain the following benefits as long as you are engaged in combat with cards.
+2 dice to all rolls utilizing cards.
Possession of this Power grants the following Trauma at all times: whenever you see something dark and demented, you have to roll a self-control to not laugh.
You also gain the following effects:
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.