bro's diet includes vitamin D leading to better intellect
he got the food from his funds and some contacts
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:
Prestando una inusual atencion a sus alrededores, el portador logra detectar cualquier presencia sobrenatural a sus alrededores
Exert your Mind and spend an Action.
You automatically detect all Supernatural beings within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no Supernatural beings targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
All Supernatural beings who you can sense are equally able to sense you.
This is an ordinary cat, until it's limbs stretch and deform to fit. Do they have a soul? Are they even alive? Not even they can comprehend the answered, but they know what they must do.
You gain the following benefits at all times.
You are permanently and visibly transformed: the soul of an Eldritch Being, trapped in a cat. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Tooth and Claws attack without additional equipment.
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 are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
The Severity of any Injury caused by Eldrich Weaponry is increased by 2.
you are surrounded in black fire Your body expands to the size of 8'0, bulging with muscle with razor sharp claws and fangs sprouting from your body and your skin becoming a crimson red, your body is otherwise humanoid but lacks fine motor control
Take a Severity-1 Injury and spend a Quick Action to activate.
You transform into A Demonic Creature for two hours or until you choose to end the Effect. You cannot transform into a flying creature. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Speed1nner_2 presses himself repeatedly into the applicable surface with his center of mass as well as his limbs in different angles and patterns while making a great deal of noise -- parts of him sometimes clip into the surface.
Locks are pathways designed to eventually be opened. One of the most efficient methods of saving time is finding a way to bypass these boundaries and restrictions -- the simplest being a 'lock'.
Spend two Actions performing the following ritual: Thorough, repeated jamming of the limbs and body into applicable surface at varying complex angles, accompanied by decrees of 'first try' and loud expletives. Select a Non-Alien door, container, knot, or lock within arm's reach. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
This Effect has no visibility requirement.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
If you go a round without using your Movement, you immediately collapse and must remain immobile and resting for the same duration of time you previously spent moving.
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.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. 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.
Injuries you receive from silver or fire. are increased in Severity by 1.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
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.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.