Guido's exposure to millions of years in transit from the Jurassic to the modern era exposed him to vast amounts of temporal radiation. While he didn't age, the fetal embryo did experience this time. Despite only being chronologically 3 years of age, Guido has vast intelligence, partially due to the Deep Time he endured & partially due to mutation that synchronizes his fore & hind brain as a quantum singularity. If this connection is severed, most likely due to wounds on the spine, this ability is lost until the spinal damage heals. This is particularly relevant to his cockatiel-like feathered crest, which seems to attenuate the strange quantum energies associated with the anomalous intellect.
Having perceived portions of Time & Space beyond mortal ken, Guido is unusually afraid of the dark, & will avoid poorly lit areas.
You gain the following benefits as long as you have your Feather Crest.
Your Intellect rating is increased by 3. 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 Trauma at all times: Nyctophopia.
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:
Your entire body is laced with DeltaGen. It's sort of your whole deal. The effects of raw DeltaGen exposure on the average human body (you're built different, obviously) are both well-documented and horrific. The potential applications of these two facts are obvious.
Unfortunately, the DeltaGen denatures quickly once outside of a body-temperature environment, meaning stored blood probably won't have much effect unless you keep it in arm's reach.
This Effect activates whenever a valid target ingests at least 2ml of your blood or bile. It does not require an Action or Exertion. Select a Living target within arm's reach. Your target should be intuitively based on the triggering event. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a beneficial mutation - the target gains an Augment instead!. Roll Brawn + Athletics 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:
...
You gain the following benefits at all times.
Your senses are enhanced in the following way.
You slash at the target with the pallete knife. The pallete knife and the affected body part glow a deep red as the transformation starts to take place.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use An oddly sharp pallette knife to activate this Effect. Roll Dexterity + Crafts 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:
This Gift's Cost is capped at 2 and cannot be increased further.
The Battle Scars you inflict manifest over the course of the next minute.
Mansquito exerts his fighting spirit, causing his wounds to seal closed and allow him to keep fighting for JUSTICE! Takes a short time to charge up, which cowardly enemies may exploit to attack him.
Exert your Mind and spend 1 minute to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Brawl 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.
Norman has to rip off his skin to turn into the new form.
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.
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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Sheds skin.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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 disguised, you cannot use any Activated or Targeted Powers.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
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 Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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:
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.