To live is to change; to be perfect, one must change often. Wherever the Noble may go, she changes as she must to be in harmony with her surroundings.
Dramatic Failure: The Noble strains her body or gives herself an allergy; she takes the Sick Tilt [CofD 286] and may not use this Charm for the rest of the scene.
Failure: The Noble does not adapt.
Success: For each success, the Noble gains one of the following benefits until she returns to mundane form.
She subtracts one from the effective level of an extreme environment (this may be taken up to 4 times.)
When resisting disease, drugs, poison or fatigue, she adds +2 to her roll (this may be taken twice.)
She doubles the time that she can hold her breath (this may be taken up to 3 times.)
She swims in water at her full Speed on land.
Her skin and clothes take the color of her surroundings; Perception rolls to notice her take a -2 penalty.
In a social setting, she behaves properly by instinct; she gains a +1 bonus to Socialize dice pools (this may be taken up to 3 times.)
She can walk untouched on streets stalked by human predators; mundane characters must spend a Willpower point to initiate violence on her.
Exceptional Success: Extra successes are their own reward.