Ghouls live below the earth, & solely subsist off human flesh. Over the centuries, they have adapted to this lifestyle, needing far less sustenance than a human. Close to the corpses that they feed on, Ghouls hardly seem to breathe, heart beating only a few times a minute.
You gain the following benefits at all times.
You may go five times longer than a normal human without sleep and air. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
Instead of food and water, you must consume Cadaver Flesh or Bone daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.
Your superior and you know it
You gain the following benefits at all times. You must actively and obviously be using Dimond pendant to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Gustav possesses a unique and enigmatic power linked to a demon residing within his luxurious mane of hair. This hair demon, known as the "Enigma Strand," serves as a conduit to enhance Gustav's cognitive abilities and mental prowess. The Enigma Strand is an entity of thought and intellect, and it constantly weaves itself into intricate patterns that pulse with knowledge and insight. the intricate dreads writhe with the stress of Gustave thoughts.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. 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:
You are host to the Parasitic Clown Larva. Your nose, hands, and feet are grotesquely swollen with blood, leaving the rest of your body pale and lifeless. Your bloodless lips are drawn back in a permanent rictus grin.
You gain the following benefits at all times.
You are permanently and visibly transformed: Clownform. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Battle Scar: Creepy: All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar and Swelling: Your limbs are grotesquely swollen and ungainly. You make all Dexterity rolls at +1 Difficulty.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
The Severity of any Injury caused by joke, toy, or fake weapons is increased by 2.
Being mechanical in nature, V1VUS does not require organic necessities, such as food or water, or the need to produce waste. Their newly installed fusion core grants it nearly endless energy to power itself.
"Ageless" from Inhuman Physiology cancels out the "Mayfly" drawback.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive.
You gain the following benefits at all times.
You are permanently and visibly transformed: Humanoid Steampunk Robot. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Your body provides you with the functionality of Filming Equipment (Video/Audio). If used to attack, these "tools" use the same stats as a small knife.
Possession of this Power grants the following Trauma at all times: tec.
The Severity of any Injury caused by Necrotic Damage 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.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
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.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.