Doc
You gain the following benefits at all times. You must actively and obviously be using Surgical Gloves to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Since shuffling off the mortal coil many moons ago and possessing his iconic Ibanez Iceman, Nikki has discovered his needs of the basic necessities of human life have slowly evaporated. He still has a lingering passion for the carnal pleasures of sex and heroin, but breathing and food just aren't what they're cracked up to be anymore.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive.
It sounds like joints cracking as if he's cracking his knuckles.
You gain the following benefits as long as you have your A tattoo on his ass.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (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:
SCP-XXXX's tongue is long and prehensile, with a pointed tip and a series of sharp barbs along the underside. The tongue is able to stretch to a length of up to two meters when fully extended. It is covered in a layer of mucus that helps it slide through flesh and muscle easily, allowing SCP-XXXX to pierce the skin of its victims and extract their blood with minimal resistance.
The tongue is also highly muscular, allowing SCP-6284 to manipulate it with precision and strength. When not in use, the tongue is stored within SCP-6284 mouth, coiled up like a snake. The tongue's appearance is often described as both alluring and grotesque, with its sharp barbs and mucus-covered surface contrasting with its smooth, sinewy texture.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Thrusting Sword (Dex + Brawl, Dif 6, +2). If hit with this proboscis like appendage then the target gains a -1 dice penalty to all physical rolls..
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
"...I have been wounded before. I am not infallible... But remain unscathed! Proof of the love of the cosmos and importance of my cause! Stand by me, my brethren, solid in the knowledge that I am in the right! Solid as my flesh will bubble and knit! Solid as the fluidity of the universe!..."
The nebulous flow of cosmic energy and the empowerment bestowed by the parasites combine into a roiling, bubbling mass under the skin. It externally appears a mild bump that shrinks over time as the injury mends.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
Physical injuries, be it a scratch, laceration, or a bruise, shine weakly with eerie pale glow for a few seconds, before fading away.
Some wounds never quite heal. Even when they are gone, they leave scars behind. Chronic pains, stiff limbs. All those things which remind us of what happened to us, of what we managed to push through.
Ryan was surprised when the wound, which would surely take a while to heal naturally, healed over the course of following two weeks. Unnaturally fast. Quick test with a knife confirmed it - the shallow cut on a finger was shining weakly, with eerie pale glow, before fading away, as if it was just his imagination.
The cut was gone by the end of the day.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.
Battle Scars caused by your Injuries will remain.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you donโt die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
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 mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.