This creatures limbs have swollen to an unnatural degree there are bright throbbing red veins along the limbs but only if the bear limbs are out
It seems these veins stem from the claws of the Necklace
You gain the following benefits at all times. You must actively and obviously be using Bear Necklace to gain the benefits of this Effect.
You are permanently and visibly transformed: Even bigger Chunkier Bear. You are considered to be a Sapient, Non-Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.
Your Injuries no longer degrade with time.
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Brawl attack without additional equipment.
Possession of this Power grants the following Battle Scar: Disfigurement.
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 are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Martial Artists skin, flesh and bones have become similar to Iron, reinforcing their body and allowing them to strike with greater force than ever before.
You gain the following benefits at all times.
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).
Possession of this Power grants the following Battle Scar: Skin is like forged iron in appearance.
You also gain the following effects:
Become a 17-year-old girl version of Pal.
Hair becomes bluish white and long. Eyes and fingernails take on a solid the bluish white color and the appearance of the moonstone gem.
You are wearing an armored super hero outfit with a helmet and gauntlets. The colors are blue with highlights of white, and a large moonstone gem in the center of its chest plate.
You are stronger, and can ignore physical and mental impairments.
Become a magical girl named Moonstone. This comes with a floating delusion that follows you around named Pascal, and a compulsion to separate your identities.
When you are Moonstone, you feel safe, and secure, and like you are naturally, and have always been a girl. No memories are changed, just internal sense of gender identity. It swaps back when you swap back.
Exert your Mind and spend an Action.
You transform into Magical girl for 3 hours. You have access to all of your Powers while you are Magical girl, 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 Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: Armored superhero outfit. Similar to flack jacket, brass knuckles. Includes a small knife with a rubber hilt. Covered in small moonstone gems, and a large one near the chest. Also 6 flares, 2 canisters of teargas, A backpack with a field surgery kit/ med kit, 6 hand held chemical flares, a flare gun, and 6 shootable flares. Also 100 feet of rope, and a lighter.
Possession of this Power grants the following Trauma at all times: Pascal: Delusion of powerful entity that looks vaguely like a floating stuffed animal named Pascal that follows you around. You believe it granted you powers. In any stressful situation, or when GM calls for it roll self-control to not talk to Pascal.
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.
As Zeta activates this effect, Zeta's flesh melts off and turns to ash. Zeta's true form of a death robot is revealed for a brief second. A flash of chrome here, A window of pointed metal teeth poke out there. A glimpse of serrated metal claws...
A brief second later, a transparent gel coats Zeta's whole form from head to toe. As the gel solidifies, blood vessels and nerve endings can be seen rapidly populating and helping to form Zeta's new skin as it regrows in a matter of seconds as the gel starts to cloud up and obscure Zeta's true design parameters.
Spend 2 Actions.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will. Your disguise will not hold up to close scrutiny.
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 cannot directly mimic an existing person. You may change the appearance of your outfit. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Zeta's flesh burning off to reveal a death machine and then the flesh regrowing like nothing was wrong to begin with..
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
Clint can use a length of rope, string, or his signature bolo tie to act as a whip. This will extend out to 30 feet regardless of the length of the rope and grip, slap, punch or grab almost as if it was a human hand.
You gain the following benefits at all times. You must actively and obviously be using a lasso to gain the benefits of this Effect.
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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your Extra Appendage is incapable of fine object manipulation.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
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:
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).