Other than a strange skeleton viscous is entirely made of a semitransparent green goo, allowing them to morph their squishy body into many places.
You gain the following benefits at all times.
You are permanently and visibly transformed: Goooooooooo. You are considered to be a Sapient, Living being when targeted..
Your appendages have 30 feet of reach.
You can squeeze through any cracks and passageways a cat would be able to.
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.
In her skin, in her blood, there are many things aching to be freed. All of them coalesce into the mythical chimera, a combination of creatures from all parts of the world. But how stable can such a creature actually be? Surely glowing, healing snakes being just the start are sure to overwhelm something inside. She will just have to see, and pray the side effects are minimal.
You gain the following benefits at all times.
You are permanently and visibly transformed: tattooed chimera. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your appendages have 30 feet of reach.
You can squeeze through any cracks and passageways a cat would be able to.
Your body provides you with the functionality of surgical tools. If used to attack, these "tools" use the same stats as a small knife.
A heart shrivelled and wasted to ashes.... An unageing body... limbs and organs that mean nothing... pain that persists constantly... I am nothing beyond this.
You gain the following benefits at all times.
You are permanently and visibly transformed: A Black Heart, pale skin, black hair. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
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.
Possession of this Power grants the following Battle Scar: Wheezing.
Possession of this Power grants the following Trauma at all times: Vengful and I... Loathe Myself.
The Severity of any Injury caused by Holy Material is increased by 2.
Clever dogs can get into things and places that you wouldn't imagine they normally could, and Wally is cleverer than most.
As long as people aren't looking, Wally is able to manipulate objects around him, or even reach places that would be unreasonable for his dog body.
You gain the following benefits as long as other humans aren't watching Wally or the thing he's affecting.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Stewart "Stew" Hughs is a master of disarming techniques, a skill honed through years of intense training and countless combat encounters. His ability to neutralize an opponent without lethal force is unparalleled, making him a formidable and versatile fighter. Stew’s approach to disarming is a blend of speed, precision, and deep psychological understanding of his adversaries.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Thomas is a master juggler and loves performing for crowds his skill only increases as he continues going on the performances
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
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.
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.
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.
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.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
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).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects: