A mass of thin, writhing tendrils that burst forth from the upper portion of his body, twitching and scanning the environment like a living sensor array. These tendrils are constantly in motion, moving with an eerie intelligence of their own, sensing threats and opportunities in the air.
When activated, the tendrils lash out with terrifying speed and precision, attacking anything within their reach. They seem to act independently, striking at enemies or grasping objects with a mind of their own, as if they are extensions of Norman's rage and hunger for justice. The sight of these tendrils, flailing and striking in all directions, adds to the chaos and horror of Norman's eldritch transformation, making him an even more unpredictable and deadly force on the battlefield.
You gain the following benefits as long as you are in the Eldritch Beast form.
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.
Your extra appendage can stretch to reach an additional 30 feet.
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 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.
Lewis utilizes his medical knowledge of the human brain to rewrite the brain chemistry using his newfound divinity. Enlisting the help of beings of the outer world to meddle with the human brain, shadowy eyes and tendrils sprout out from cracks in reality to modify the victim's mind to his desires. Those nearby can see the wrongness as reality itself shatters, almost as if a being from a higher dimension stepped foot onto earth. This curse fills the victim's head with forbidden knowledge and causes them to both seek out and spread this to other unsuspecting souls.
Any water blessed by a priest can fix this curse and erase the forbidden knowledge in their mind.
Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by drinking a bottle of holy water.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
You may cure any target you’ve afflicted at any range as a Quick Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see shadowy eyes and tendrils reaching out from a break in reality, infecting the mind of the target.
You also receive any Conditions which you inflict on others, and cannot make a resistance roll to avoid them.
Having lost and found enough different body parts, Bruno's body and blood patiently waits for replacement parts instead of bleeding out and dying.
You gain the following benefits at all times.
Any Injury you receive 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.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Kaiza has silvery lines and grooves along her skin, marking the spots where flesh blends with metal plates. The thin, small metal plates can shift about easily, even as her flesh seems to grow, shrink, and slide along them.
You gain the following benefits at all times.
You are permanently and visibly transformed: android. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your appendages have 30 feet of reach.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Trauma at all times: phobia of electrocution.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Andrew Guy is so plain and unimpressive that sometimes he slips into a haze of averageness that makes him extremely difficult to notice.
You gain the following benefits at all times.
You and any clothes or equipment you are wearing are partially obscured from sight. All attempts to detect you using sight are rolled at a -3 dice penalty.
You only remain obscured while you are standing still; moving or taking actions will suspend the Effect for a Round. When the Effect ends, it is disabled for 1 hour.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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 have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
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. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.