Kyrie rips off the patches of flesh sewn around her head (below the eyes, beneath the ears, above the nose, etc.) to reveal a set of fleshy, viscous slits. These slits work like openings into her nervous system that she may perceive through, with the ones granting sight resembling a pair of monstrous eyes and other ones resembling fleshy gills.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you rip your flesh with too much strength (Severity-4).
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Kyrie ripping her skin apart like a feral animal, monstrous secondary eyes/ear slits.
As ruas respeitam o nome do açougueiro como um justiceiro cruel e impiedoso, mas poucos conhecem a finesse e técnica necessárias para triumfar nas ruas de Mega City One.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Your work as a forensic scientist and your instincts from surviving various contracts has strengthened your mind and granted you valuable insights into the world, along with a sharper intellect that will surely continue to burn bright as you continue into the future...
Fight. Think. You can do this. You know what they'll do next. Your body is fading as we speak. You're but a shell of who you were when you started this. You can't run. But that's okay. You've dealt with worse.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Disfigured: Translucent and faded body.
You also gain the following effects:
Princess is hardly the most normal-looking girl already, but the most peculiar thing would be the soft, fluffy cat ears and tail that seem to stay on her at all times. She tells anyone who asks it's just a costume, but if you look long and hard enough you might notice they might just sway a little too organically.
You gain the following benefits at all times.
You are permanently and visibly transformed: Catgirl. You are considered to be a Sapient, Living Creature when targeted. Your Perception is increased by 1.
Your body is adapted to Climbing. You receive +3 dice on non-attack rolls related to Climbing.
You may make a +2 Weapon Damage Cat Claws attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Am I a Lolcow? (Nightmares).
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
After leading the exodus of his people from their old world to evade the dying of the light, Leon has made headway into becoming a divine fox. As a Tenko, he is no longer entirely dependent on offerings to survive and can now use those blessed offerings in order to share his bounty with others. Though it does little to alleviate their need for sleep, once you are blessed by the kami food, water, and even air become distant memories of requirements. All you need do is supplicate yourself before the divine, and you will find the mortal concerns of sustenance a thing of the past.
Spend an Action. Select a target within arm's reach. You must use up An offering made in Leon's name in order to activate this Effect.
For the next week, your target does not require any food, water, or air.
This Gift's Cost is capped at 2 and cannot be increased further.
time almost slows down as you doge almost anything
You gain the following benefits as long as you have your left eye.
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).
Possession of this Power grants the following Battle Scar: missing finger.
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:
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. 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 Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.