Beware the Jabberwock The jaws that bite, the claws that catch!

1
Requires Seasoned
You possess an augmented or inhuman body.
Used by Lavender "Lav" Todderatmet, Created by geniebottle.
(Your specific augmentation must be physically visible in some way, but it does not need to make you appear outwardly monstrous or socially unacceptable. )

Scales, small horns and the beginnings of wings make Lavender stronger, but make it a bit of a hassle to find clothes that fit.


You gain the following benefits at all times.

You are permanently and visibly transformed: Dragon. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Charisma is increased by 1.

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)

You may make a +2 Weapon Damage claws attack without additional equipment.

Possession of this Power grants the following Trauma at all times: Hoarder: You must roll Self-Control to avoid trying to collect something you have an instinct to hoard.

You cannot wear standard human clothes. Using equipment, vehicles, or facilities designed for humans is not always possible and always comes with increased Difficulty.

The Severity of any Injury caused by vorpal weapons is increased by 2.

  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.

Community Inhuman Physiology Gifts

As a quick action, you can increase either your Brawn or Dexterity up to the other stat's maximum -1, reducing the other stat by the same amount.

You gain the following benefits as long as using your enhanced brawn or dex requires a quick action to activate, and sets your other stat lower by the same amount instead of raising it.

You are permanently and visibly transformed: Your body constantly shifts and writhes as your muscle and bone reform to better suit your current physical needs. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.

You may make a Bone spike (dagger) attack without additional equipment.

The Severity of any Injury caused by Fire is increased by 2.

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)

  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You are permanently and visibly transformed: Uncanny Valley. You are considered to be a Sapient, Non-Living being when targeted. Your Dexterity is increased by 1.

While in Space, 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.

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.

Possession of this Power grants the following Trauma at all times: Phobia of labs and scientific equipment.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You are permanently and visibly transformed: Grovetender. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.

Your body is adapted to Mask Making. You receive +3 dice on non-attack rolls related to Mask Making.

Possession of this Power grants the following Trauma at all times: Cultural artifact: mask- masks are a massive part of grovetender culture, should a mask go missing or be taken, the tender in question will focus on finding or reclaiming the mask, before anything else..

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.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You are permanently and visibly transformed: into a being of pure ice. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1.

Your body is adapted to Sprinting. You receive +3 dice on non-attack rolls related to Sprinting.

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)

Your Injuries no longer degrade with time.

Possession of this Power grants the following Battle Scar: Tinnitus.

The Severity of any Injury caused by Fire is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Inhuman Physiology Gifts

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)

You no longer age naturally, and supernatural attempts to age you fail.

Your Injuries no longer degrade with time.

The Severity of any Injury caused by electricity is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.

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.

The Severity of any Injury caused by fire and heat is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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 creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, 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.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.