A pele de Ravi é pálida, seus olhos e sangue são negros, quando entra no escuro seu corpo parece se entrelaçar com as sombras (como se tivesse fumaça negra em seu corpo), o seu corpo permanece em temperatura ambiente.
You gain the following benefits at all times.
You are permanently and visibly transformed: Envolto em sombras. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.
The Severity of any Injury caused by Fogo is increased by 2.
The curse of vampirism has increased the Cross-Eye's power thanks to the properties of Vitae, along with the abilities inherent for being undead as a Lasombra Kindred.
You gain the following benefits as long as your body isn't touched by sunlight.
You are permanently and visibly transformed: by having lighter skin, fangs that can retract, and a lack of a reflection. You are considered to be a Sapient, Non-Living being when targeted. Your Dexterity is increased by 1.
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 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 Trauma at all times: Trypophobia.
The Severity of any Injury caused by Fire is increased by 2.
Tin is a mixture of dragon and human, with the above listed physical traits.
When in water the skin between her fingers and toes becomes webbed while the water near the tips of her horns fizzes slightly.
Her horns generate an energy field which makes water breathable in a small area around the horn tips, this is big enough to cover most of her head, though her hair still gets wet. Outside of water, she can cause them to briefly spark like electricity but not strong enough to see by, harm anyone, or even ignite paper.
Aquatic animals and plants are neither aggressive nor startled by her presence, likely an instinctual reaction to her draconic heritage.
Her body heat is slightly higher than a human's (about 99F/38C) and does not drop in cold environments, even without any protection.
You gain the following benefits at all times.
You are permanently and visibly transformed: dragonlike, scaly skin (silvery gray), tail, digitigrade legs, small wings, claws on hands and feet (dull), and ramlike horns (curls back from temples, ends on either side of chin). 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)
While in aquatic environments, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
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.
One of start magic that all mage or magic users can do is reinforcing there body with magic that spell can enchantment most of humans Abilities exception of Charisma and Intelligent
You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.
Your body is adapted to Steath. You receive +3 dice on non-attack rolls related to Steath.
Your facial features are blurry and indistinct, and it's a little nauseating to try and pick out any specific details with the way they shift and writhe. Something about you feels far too tall for how tall you are. Something is very, very wrong.
You gain the following benefits at all times. You must actively and obviously be using a piece of quartz weighing exactly 21 grams to gain the benefits of this Effect.
You are permanently and visibly transformed: blank. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Intellect is increased by 1.
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 appendages have 30 feet of reach.
Possession of this Power grants the following Battle Scar: Weird Inside - All rolls intended to diagnose or treat you medically are made at a -2 penalty.
Possession of this Power grants the following Trauma at all times: Unforthcoming - Roll Self-Control to be able to consent to any form of tracking or monitoring, or to volunteer any information that could potentially be personally identifying.
**Description:** The "Body of the Ancient Cryptic" passively alters the user’s body, giving them a primal, beast-like appearance combined with ancient, mystical energies. These physical changes not only enhance their combat abilities but also make them appear more formidable and inhuman to those around them.
Visible Changes:
- Beastly Claws: The user's hands and fingers elongate slightly, ending in sharp, retractable claws. These claws appear to be made of a dark, obsidian-like material and can tear through most materials with ease.
- Feral Eyes: Their eyes take on a bestial quality, with slit-like pupils and a glowing, predatory hue—often amber, red, or another unnatural color. These eyes grant heightened vision, especially in darkness.
- Rugged, Enhanced Physique: The user’s muscles are denser, their bones more robust, and their posture slightly hunched, resembling a primal predator. This gives them enhanced strength and agility beyond normal human limits.
- **Roughened Skin:** Their skin takes on a tougher, almost hide-like texture, with patches of scales or hardened ridges in certain areas, providing natural armor.
- Elongated Teeth: The user’s teeth sharpen into fangs, giving them a fearsome grin and enabling them to bite with great force when necessary.
- Beastial Presence: A low growl or snarl might be heard from the user when they are angered or in danger. Their overall demeanor is predatory, making others instinctively sense danger in their presence.
These beastly transformations, combined with ancient, arcane markings and energies, make the user a terrifying force, blending primal strength with cryptic wisdom.
You gain the following benefits at all times.
You are permanently and visibly transformed: perfect bodys. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
Your appendages have 30 feet of reach.
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 speak any coherent verbal language and must resort to other means of communication.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Severity of any Injury caused by Sliver 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.