The kamaitachi that surrounds him has changed his body and shares its mind and memories Ricter, giving him alluring ice-blue slitted eyes, small pointed fangs, and a long black-colored tail covered in fur. Slowly turning him into one of them.
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A yokai spirit of the wind has attached itself to him and has begun changing him for his survival, giving him sharpened teeth, perceptive eyes, a tail for balance, and sharing some of their knowledge with him in brief flashbacks. With their two minds almost meshing it makes processing information easier, and identifying things simpler, especially since the Kamaitachi has delt with humans a lot in the past.
You gain the following benefits at all times.
You are permanently and visibly transformed: Kamaitachi. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception 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 gain true vampirism
You gain the following benefits at all times. You must actively and obviously be using Red Ruby and my armor to gain the benefits of this Effect.
You are permanently and visibly transformed: True vampire. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Perception is increased by 1, and your Charisma 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)
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: You gain sharp inhuman Canines and small pointed Elf like ears.
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: You must consume blood to live every four days if not you will lose body and die.
The Severity of any Injury caused by Holy water blessed weapons is increased by 2.
Brioche eats some meat and beefs himself up, becoming visibly swole af. His altered appearance will begin to fade once the barrier falls, but will not fully go away until the next day.
Exert your Mind and Spend an Action to activate. You must use up a piece of meat in order to activate this Effect. Roll Charisma + Crafts at Difficulty 6.
If you succeed, you create a Barrier around yourself, which absorbs the next Outcome + 2 Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
The Barrier will fall after an hour, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Danielle grabs a fallen tree and deadlifts it, muscles bulging as sweat begins to accumulate on her brow. Her shoulders broaden as her height increases by an inch and blood vessels pop along her arms and legs.
She throws the stump down just as a bear lunges for her. The maw and claws of the creature tear into her tough clothing... but her skin is left with little more than the white lines of scratched skin. A heavy metal *thunk* comes next as she draws her weapon.
Danielle spends the rest of the day looking for a taxidermist.
Exert your Mind and spend an Action. Roll Brawn + Athletics at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage up to a maximum of half the total damage from a given attack, the rest of which penetrates through to it’s target. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is Muscle Gal. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Runa raises her hands in the tradition nin nin ninja hand sign and a blue barrier, covers herself and those within 20feet of her.
A gift gained from inari perhaps.
Exert your Mind and spend an Action. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Possession of this Power grants the following Battle Scar: Fox ears(yes you can hear with them) sprout from your head and a fox tail sprouts from your tail, Fox teeth fill your mouth replacing your human teeth, -1 to social rolls -1 to perception.
All of Mr. IJ's body becomes made of iron and he becomes stronger.
Exert your Mind and spend an Action.
You transform into Full Iron for 3 minutes. You have access to all of your Powers while you are Full Iron, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 1. Your Stress is reduced by 2.
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
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). The target's Armor is fully effective against this Damage.
You also gain the following effects:
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.