You are an artificial human, built for the purpose of cleaning messes and exterminating household pests. Your creator may have had a rather broad interpretation of what constitutes a "household pest".
You gain the following benefits at all times.
You are permanently and visibly transformed: a robot. You are considered to be a Sapient, Non-Living Computer when targeted. Your Perception is increased by 1 and your Intellect is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Battle Scar: Doll Joints - Your limbs are ball-jointed and prone to catching. Whenever one takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.
The Severity of any Injury caused by electricity is increased by 2.
Becomes taller and a bit more, Neanderthal like appearance blunt striking feature. Appears intellectually challenged.
You gain the following benefits at all times.
You are permanently and visibly transformed: 7' Burley Less Homosapian more reverted from normal human. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 2.
You are a short robot man
You gain the following benefits at all times.
You are permanently and visibly transformed: humanoid robot. You are considered to be a Sapient, Non-Living Computer when targeted..
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Arc Emitter (Submachine gun) attack without additional equipment.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
you unlock the dorment ghoul blood sitting in your body
You gain the following benefits at all times. You must actively and obviously be using Silver tight fitting ring to gain the benefits of this Effect.
You are permanently and visibly transformed: True Ghoul. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and 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)
While in Toxic gases, 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.
Possession of this Power grants the following Battle Scar: Pale white heat less skin and glowing red eyes.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
Possession of this Power grants the following Trauma at all times: I crave human blood and must drink it every fie days or my brawn goes down one until i drink blood.
The Severity of any Injury caused by Holy water dipped swords is increased by 2.
Burnout gets so pissed that he literally grows in size and becomes immune to fire.
**Flamethrower Stats**
[+2] [3] [40/80/120] [Minute-Reload]
A Flamethrower is any weapon which uses pressurized air or other chemicals to eject / fire a stream of flames.
(Targets may Dodge / Defend as normal: half the Contested Outcome is used as initial "damage", while the other half is used as every-round "On-Fire" damage. Any damage from a flamethrower consumes / spends most "material" armor, "On-Fire" uses the highest instance of "On-Fire". Targets may extinguish themselves at GM Discretion (Typically, an action: Dex + Athletics).)
You gain the following benefits at all times.
You are permanently and visibly transformed: scarred body. 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)
You may make a +2 Weapon Damage flamethrower attack without additional equipment.
Possession of this Power grants the following Battle Scar: Fully Scarred Body.
Having long abandoned his humanity, Casey has begun his change into the monster he so desperately desires to be. His eyes are as dark and tainted as his soul is, signifying the sullying of his physical body.
You gain the following benefits at all times.
You are permanently and visibly transformed: Pitch black scleras and a gaunt body. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and your Intellect is increased by 2.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Battle Scar: Disfigured (All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar).
Possession of this Power grants the following Trauma at all times: Nightmares Your sleep is plagued with horrible nightmares..
The Severity of any Injury caused by Holy Items 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.
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 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.