Your eye looks normal on the whole, a soft sea green iris surrounded by clean white. Sometimes people think they see it shimmer from the corner of their eye but when they look closer nothing seems amiss.
You gain the following benefits at all times.
You are permanently and visibly transformed: Magic Left Eye. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.
Your body is adapted to Perception Checks. You receive +3 dice on non-attack rolls related to Perception Checks.
The Severity of any Injury caused by Light Based Damage is increased by 2.
The fey pops their finger and the car door opens a dozen feet from them.
Spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet that is no more complex than a standard commercial door, personal safe or a keycard reader. This Effect cannot be used unless you have not lied in the last 24 hours.
You may lock, unlock, and/or open your target.
This Effect is not obvious, and the only sign you are using an Effect is your finger making a subtle popping sound at the same time the target unlocks. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Trauma at all times: Nature's Misfit - You can't bring yourself to harm your home. (Roll Self Control to ever harm or otherwise directly cause or allow harm to nature).
Hank's lycanthropy becomes more invasive and agressive, leaving his form akin to a bipedal, anthropomorphic wolf, even after the full moon. His appearance is now that of a 7'2 humanoid wolf, with a full coat of black and white fur and a wolf's face and muzzle, tail and ears included.
His legs are now digitigrade, and his hands bigger in size. All these features make his lycanthropic nature extremely obvious, and his appearance specially intimidating during the night, when his red eyes show a slight glow.
You gain the following benefits at all times.
You are permanently and visibly transformed: anthropomorphic wolf. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
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 gain the following benefits at all times.
You are permanently and visibly transformed: Winter Wolf. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.
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.
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 name is widely known and respected even outside of the nightclub scene, and everyone knows that the party truly starts as soon as you walk through the door.
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).
Possession of this Power grants the following Battle Scar: Tinnitus.
You also gain the following effects:
The Cleric of Mothman now holds the skin of Mothman himself, along with his signature colors...which just so happen to be pretty neutral.
You gain the following benefits at all times.
You are permanently and visibly transformed: a humanoid with dark grey hairs and skin that exudes a slight bit of moth dust. You are considered to be a Sapient, Living being when targeted..
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)
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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 cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
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)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 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.