I am very strong (+1 brawn)
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Gulliver no longer needs a large amount of necessary human rescources, he doesn’t need food, water, or air. He is no longer human, simply a shell
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
After years of self harm, Bob barely even notices the pain enough to be effected by it. Instead he takes pleasure in the fact that people can finally release their aggressions, especially at his expense.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
Dr. Freeman is a master of surgical transplants and inter-species grafting. He may perform a surgery that permanently alters the body of his patient by incorporating a part from another creature. This can range from a facial transplant to replacing a lost arm with a tiger's paw.
Exert your Mind and spend eight hours. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
By transplanting a body part from another creature, you can grant a Powers intrinsic to that body part to the subject.
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see surgery to alter the target's body.
My left arm is made of several white-steel sections, filled with (currently) red gel-like sections that function as muscles. My forearm's gel-sections open to reveal several medical tools, including a scalpel, and when closed, the tool rack spins slowly, decoratively, under the surface, making the arm catch the light. Fingertips are currently round, dot-like white steel digits, but they give *almost* like human skin.
Baseline for future expansion. Gel will change from red to blue overtime as the transformation progresses, and will become purple when no human tissue remains. Gel shows system integrity status (it is presently red because uh, system is not integral rn)
You gain the following benefits at all times.
You are permanently and visibly transformed: cyborg. You are considered to be a Sapient, Living being when targeted..
Your appendages can reach an additional 30 feet.
Your body provides you with the functionality of medical equipment. If used to attack, these "tools" use the same stats as a small knife.
The Severity of any Injury caused by Electricity is increased by 2.
This is what the Great Lord says: Let my people go, so that they may worship me. If you refuse to let them go, I will plague your whole country with frogs. The Nile will teem with frogs. They will come up into your palace and your bedroom and onto your bed, into the houses of your officials and on your people, and into your ovens and kneading troughs. The frogs will go up on you and your people and all your officials.
— Exodus 8:1–4
Exert your Mind and spend an Action. You must actively and obviously use Larceny's Legband to activate this Effect.
Summon a single Poison Dart Frog at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM and will not necessarily obey your commands. You may have at most 12 minions active at a time.
Possession of this Power grants the following Trauma at all times: Uncontrollable Anger, Narcissism, and Delusions of Grandeur.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.