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 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 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 and your Dexterity is increased by 1.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage sharpened nails attack without additional equipment.
Possession of this Power grants the following Trauma at all times: you crave blood.
Xander's dive into the Sanctuary well had an adverse effect on him in addition to his gift from the harbinger. His body began to change, beginning the first iteration of his metamorphosis into a Draugr- a rather amusing shift given his proclivity toward the dead.
His heart hath not beat,
a rather triumphant feat.
But it pales compared to the cold,
which effects him like a mild mold.
But he should beware of his bane,
for silver will make him wane,
You gain the following benefits at all times.
You are permanently and visibly transformed: pale body and darkened veins, not unlike a dead body or an albino individual. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn 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)
Your Injuries no longer degrade with time.
The Severity of any Injury caused by silver is increased by 2.
Alan's irises, no longer a faint blue, are now brilliant emerald green, and seem to catch the light like they were jewels. When he uses his sight to react preeminently or trace the threads of time to catch clues he might otherwise miss, this spreads over his whole sclera and shrinks his pupil to a pinpoint, giving the look of actual gemstones in his eye sockets to the truly observant. Regardless, they look more haunted now.
A foolhardy attempt a a ritual beyond his skill gave Alan a glimpse of the infinity of time. His eyes have absorbed the emerald he used as a focus, and this has sharpened his perception of the world, as well as letting him glimpse the interactions of the timelines of himself and people and things around him. This event has strained his mind, however, and left him more susceptible to traumas from events around him.
You gain the following benefits as long as you have your Unnatural Emerald Irises.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
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:
Using the rotating circular magazine on his forearm. He shoots semi-automatically shoots Scalpels from his wrist. the device itself looks like a Pipboy from fallout and
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with Draven's Scalpel Gun.
Your attacks with Draven's Scalpel Gun deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
Jericho and Jackal put their heads together.
You gain the following benefits as long as both heads are awaks.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Myles Harding has always been sharp, but since the change, his senses have reached an unnatural peak. Every detail, every sound, every scent—nothing escapes him. The flick of a lighter across the street, the tremor in a liar’s voice, the faintest trace of blood under polished fingernails.
It’s a gift, but it’s also a curse. There’s no shutting it off. The city is loud, the crimes are messy, and the truth is always uglier than it seems. When Myles focuses, his mind locks in like a predator hunting its prey—except sometimes, what he finds isn’t something he was ready to see.
His hunger for the truth drives him forward, but the things he sees? They linger. They haunt. The screams in the alley, the look in a victim’s eyes, the sickly scent of fear—he can’t forget them, no matter how much he drinks, how many cases he solves, or how hard he tries to drown it all out.
The wolf inside thrives on the hunt, but Myles? Myles still has to live with it.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and 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:
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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:
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.