Edgar is slowly becoming a Ghoul; his hands have thickened & become tipped with hooked talons suitable for digging up graves & tearing flesh. He has grown a short muzzle choked with a combination of his original teeth & savage fangs. His feet have begun to fuse into hoof-like stumps. Like a rat, if he can get his head through a hole, he can get his entire body through.
You gain the following benefits at all times.
You are permanently and visibly transformed: Mythos Ghoul. 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)
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
You can squeeze through any cracks and passageways a cat would be able to.
Your body provides you with the functionality of Digging Tools. If used to attack, these "tools" use the same stats as a small knife.
Possession of this Power grants the following Trauma at all times: Cannabalism - must roll trauma to avoid eating or chaching any corpse encountered.
You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.
Xavier floats down with sparkles
You gain the following benefits at all times. You must actively and obviously be using a piece of girly clothing to gain the benefits of this Effect.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
You gain the following benefits at all times.
You are permanently and visibly transformed: A humanoid with a paper bag on their head. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
While in The trash, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
You cannot wear standard human clothes. Using equipment, vehicles, or facilities designed for humans is not always possible and always comes with increased Difficulty.
You cannot speak any coherent verbal language and must resort to other means of communication.
Jason has learned to be very quick with his fingers when drawing his weapon, especially since he has a very bad temper to those who disrespect him as a result.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
Possession of this Power grants the following Trauma at all times: Vengeful An insult to or an attack on your person simply cannot be tolerated. (Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.).
You also gain the following effects:
Stinky Pete takes a swig from his wine jar and his eyes get droopy and his movements become more erratic. His moves can not be graceful and its part luck part skill that allows him to do the things he does.
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: You also gain the following effects:
The light in the room seems to reflect and gather around the barrel of the gun briefly before the shot, firing off after the bullet. Archie, being absolutely unwilling to deal with making noise, fires silent and passes that silence to his targets.
Archie’s assistant being kidnapped by Russian Hackers is the biggest load of bullshit he’s seen so far- he swears it’s not emotional investment in Alex, who is dutiful, efficient, and makes muffins, that made the ability manifest in that first shot at the man with a shit-eating grin holding a gun to Alex’s head.
You gain the following benefits as long as engaged in combat with handguns.
+2 dice to all handguns rolls.
You also gain the following effects:
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.