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- Parahuman sets a short term (on the scale of minutes to accomplish) task as their goal. As they get closer to their goal, they slowly transform into a lizard-like form made of embers and coals, hot enough to burn people they touch. In this form, coals and embers trail behind the parahuman, making it difficult to follow them and setting fire to anything flammable they walk over. Also, as the parahuman becomes more and more reptilian, their thoughts also become more cold-blooded, prioritizing pain and punishment over debilitation and they focus more and more on their task, concentrating their efforts on a single area, lunging, tackling, or cutting off nearby foes. When the task is accomplished, the cape returns to normal, and must set another goal to start changing again.
- [Life Perk 14]: Empathetic. Start with three free points in the Empathy skill. These points do not count against total(s) Can, once per hour, perform the two-point Empathy reading on someone to assess them, without the time requirement.
- [Power Flaw 39]: Self-Sabotage. The passenger drives the cape to rub in victories and add a touch of flourish, at the expense of efficiency. This is the individual who must detail their plan and mock their foe, who drags out a fight to humiliate and grind the foe into the dirt rather than finish off the enemy.
- In terms of game rules, a 'soft win' (one where enemy would walk away anyway) should be preceded by one softball maneuver or giving an opponent a single second chance, while a 'hard' win (injuring, killing, destroying something substantial) should have 2-3 softballs lobbed at the enemy.
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