The limbs dismember and crack, extending outwards with a bloody mess. He has the curse of the Wendigo after all.
You gain the following benefits at all times.
You are permanently and visibly transformed: the Soul of a Wendigo. You are considered to be a Sapient, Living being when targeted..
Your body is adapted to Hiding. You receive +3 dice on non-attack rolls related to Hiding.
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 Taigas (Cold Forests), 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.
Your appendages can reach an additional 30 feet.
Possession of this Power grants the following Battle Scar: Disfigured.
The Severity of any Injury caused by Silver is increased by 2.
Injects anti-bodies in target with tentacles, gross
Spend 1 minute. Select a Living target within arm's reach. This Effect cannot be used unless Tentacles have to be out. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Tentacles latch onto target and inject them with anti-bodies.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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You gain the following benefits as long as you are engaged in combat with Knives.
+2 dice to all rolls utilizing Knives.
Possession of this Power grants the following Battle Scar: Concussive Trauma.
You also gain the following effects:
A small cloud of dust comes from my skin and "infects" the target. For a moment, I feel every part of their body and can push and pull the flesh, bone, and blood into a more favorable position.
Spend an Action. Select a Living target within arm's reach. Roll Intellect + Medicine at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Justine steps into a shadow, wraps it around her, and fades from view.
Exert your Mind and spend an Action. This Effect cannot be used unless Justine must enter a dark shadow large enough to conceal her whole body.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
This... Is not right... who am I... Why am I.... It hurts... It hurts ithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurtsithurts!!!!
AHHHHHHHHHH!!!
The form altered against its will, fates split in twain yet exist separately, yet inexplicably linked.... Are you him or is he you?
You gain the following benefits at all times.
You are permanently and visibly transformed: Four pronged horns along his skull and blackened fingertips. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn 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 Holy Material is increased by 2.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.