Tara is hardly the most normal-looking girl already, but the most peculiar thing would be the soft, fluffy cat ears and tail that seem to stay on her at all times. She tells anyone who asks it's just a costume, but if you look long and hard enough you might notice they might just sway a little too organically.
You gain the following benefits at all times.
You are permanently and visibly transformed: Catgirl. You are considered to be a Sapient, Living Creature when targeted. Your Perception is increased by 1.
Your body is adapted to Climbing. You receive +3 dice on non-attack rolls related to Climbing.
You may make a +2 Weapon Damage Cat Claws attack without additional equipment.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Dr. Freeman does not worry about sanitary conditions, and he can eyeball a dose with perfect precision.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
You have a particularly keen 'sixth sense' for detecting movement nearby. Technically, it's a semi-vestigial proto-organ running parallel to your cheekbones, from your nose to your ears, which picks up minute changes in air pressure and faint electrical signals, but why would *you* know that?
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Battle Scar: Eerily Aware - *How do you know where they aaarreee?* Except for when you're trying to creep people out, you make all in-person Social rolls at +1 difficulty. The Beautiful asset is repressed while you have this scar.
A new small rectangular piece of amber is embedded into Caliburn. It's a reliquary from a long dead monk said to have healing powers. The sword has absorbed this ability and can offer it to grigori.
You gain the following benefits as long as you are wearing this Artifact.
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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
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.
When Clyde goes to grab his opponent, whether it is through pure skill, or the fact that he is trying to rip you in half, he is quite adept at putting his opponent in a head lock. Whenever someone goes to hit him while he is holding another, he can pivot his body in such a way the person grappled is hit or shot.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Running across the rooftops and scaling buildings in the night is a thief's ultimate domain. To a true master the follies of gravity and friction are nothing but an after thought, their limbs clinging to at-will surfaces as they were simply scaling to a ladder.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
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.