His eyes become scopes they glow a yellow amber color and he becomes a hunter and his true instinct
You gain the following benefits at all times.
You are permanently and visibly transformed: his iris‘s in his eyes become scopes, allowing him to perceive and to be quick________. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
Possession of this Power grants the following Battle Scar: disfigured.
Veins fizzing with adrenaline & amphetamine, Murdock relives the 'Nam in almost every firefight, unloading whole magazines with wild abandon.
You gain the following benefits as long as High on Speed and engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
After his second Metamorphosis Cycle, Dill's body is further changed. His flimsy wings have receded into a hard chitinous casing on his back, his skin is slightly tougher, his eyes now segmented and his jaw beginning to segment into mandibles. His secondary limbs have become usable rather than vestigial, and his body has properly aligned his limb connections, meaning some reduction in the capacity of his senses has occured, in favour of much higher dexterity.
You gain the following benefits at all times.
You are permanently and visibly transformed: Beetle Form. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
You may make a +2 Weapon Damage boiling spray (functions as shotgun) and sharp claws (functions as knife) attack without additional equipment.
The Speed Demon is always on his toes, twitching and walking in circles around you as he speaks.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 100 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 100 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
Possession of this Power grants the following Battle Scar: Gotta Go Fast! - You require motion to function correctly. (Whenever you would be completely unmoving, you receive a -2 Dice Penalty to all Mental Actions, as your brain starts to lack in oxygen like that of a shark) and Twitchy - You always seem ready to go and too eager to leave the conversation. (You suffer +1 Difficulty on all Social Rolls where being twitchy or fast-paced would matter).
Possession of this Power grants the following Trauma at all times: Thalassophobia - You have an intense fear of the ocean and the creatures within it. (Make a Self-Control roll in order to go near or otherwise interact with the subject of your fear) and Substance Addiction: Sugar - You are addicted to a specific substance. Any time you encounter that substance, you must roll Self-Control. If you fail, you must consume it, and if you botch, you will Overdose. You are unable to regain any Mind from resting unless you have consumed the substance that day..
Their body is shaped similarly to that of a sea snake, being elongated and covered in blue scales. At the end of their body is a large tail fin. Their skin is covered in light blue scales, and their torso is humanoid, with two arms, with hands are humanoid but have only four fingers with claw-like ends. Their face is humanoid but features fish-like attributes, including an anglerfish bulb on their forehead, fin-like appendages on their head, a fish-like mouth, and a second, smaller pair of eyes situated above the first pair.
You gain the following benefits at all times.
You are permanently and visibly transformed: Sea Naga. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.
While in Deep ocean, 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.
Your body provides you with the functionality of night vision. If used to attack, these "tools" use the same stats as a small knife.
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.
The Severity of any Injury caused by evil, corrupted, or dark aligned weapons.(especially including weapons of Abyssal amethyst) is increased by 2.
The wristlet glows a soft pink, as my wings flap and I move.
You gain the following benefits at all times. You must actively and obviously be using wristlet to gain the benefits of this Effect.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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 cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
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.