Dr. Grayson has developed cybernetic devices to "upgrade" the human body. Given the time and tools she can add a special ability to a person.
Exert your Mind and spend eight hours to activate. Select a Living target within arm's reach. You cannot target yourself. 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:
The augmentations you provide are not outwardly visible nor obvious.
Catherine sees the web of fate and can see dangers coming. Her desperate defenses seem to be just narrowly avoiding danger; a half step to the side, a slight bend at the waist. She's also exposed to all the other darker timelines.
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:
As the star glints in the sunlight Cleatus is imbued with the firearms skill and knowledge of the good old boys who have come before him, every hunt, every moonlit one in a million shot, and exactly how they made it comes flooding into his mind as he's granted the skill of every gunslinger the great state of Indiana has ever laid claim to. Though with it comes the independent spirit of those who came before it, and as new to magic as Cleatus is he finds it hard to resist these impulses they've forced upon him.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
Possession of this Power grants the following Trauma at all times: Must always speak in a southern accent and paranoia.
You also gain the following effects:
A painful shock flushes through your body as fur begins sprawling from where your skin once was. Your fingernails turn into sharp claws, your nose elongates and you can smell much better than before.
This Effect activates whenever Being reduced to the wounded state in combat. It does not require an Action or Exertion. Make a Trauma roll when you activate this Effect.
You transform into a Werewolf for 30 minutes. You have access to all of your Powers while you are a Werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 1 and your Perception is increased by 1.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
You do not suffer any Penalty while in your Alternate Form.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
You cannot speak any coherent verbal language while transformed and must resort to other means of communication.
You are incapable of fine object manipulation while transformed and can only hold or grasp things in a crude, clumsy way.
Now undead his body is no longer human. He has bolstered enhanced abilities and does not age.
You gain the following benefits as long as Must have consumed 1 pint of blood in the last 24 hours and No effect on direct sunlight.
You are permanently and visibly transformed: Vampire. You are considered to be a Sapient, Non-Living being when targeted. Your Perception is increased by 1, your Charisma is increased by 1, and your Intellect is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by Silver is increased by 2.
Alice's unique genetics predisposed her to certain.. enhancements. After reworking large bits of her genome, she's shown a large degree of enhancement across nearly all measurement scales.
Of course, she's still a prototype. Certain failsafes were implemented, including a near complete collapse of her autonomous nervous system if her collar is removed. The engineering also wringed a great deal of efficiency out of her gnome, which leaves it vulnerable to disruption.
You gain the following benefits at all times. You must actively and obviously be using a control collar to gain the benefits of this Effect.
You are permanently and visibly transformed: raccoon girl. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, your Charisma is increased by 1, and your Intellect is increased by 1.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Battle Scar: Disfigured - Fuzzy.
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.
The Severity of any Injury caused by radiation is increased by 2.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword 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.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. 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:
The augmentations you provide are not outwardly visible nor obvious.