After the Contract conner grew a leg but it wasnt his own.
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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a garrote.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.
Possession of this Power grants the following Trauma at all times: He hears the voice of Ouroborus beleiving the end is coming.
Your Extra Appendage is incapable of fine object manipulation.
The Entomancer's body swells with the strength of the hive!
You gain the following benefits as long as you have consumed insects within the last 24 hours (100g of common insects, less if rarer or bigger).
You are permanently and visibly transformed: A pale humanoid with slightly insectoid appearance in the form of mandible hair tails, hard skin. You are considered to be a Sapient, Living Creature when targeted. Your Intellect is increased by 1.
Your body is adapted to Sight. You receive +3 dice on non-attack rolls related to Sight.
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
You may make a +2 Weapon Damage Acid Spit (Dex + Brawl) (Rifle) attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Possession of this Power grants the following Trauma at all times: Humans Lie... - Paranoia.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Severity of any Injury caused by insecticides is increased by 2.
A magic shield, created accidentally as a reaction to danger.
Exert your Mind and spend an Action or Reaction. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
You may only use this Effect once per day.
Processing a gallon of water through his body; he's able to produce a special speech-granting liquid which while temporary, if absorbed into the body, allows the victims to speak in his language for about an hour before their body processes it.
"Totally radical!"
Spend one minute. Select a human, Creature, or Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession. You must use up a gallon of water in order to activate this Effect.
The target can communicate in your language for the next hour.
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.
As a future HSI scholar he has the best healing ability out of everyone. Especially since he has Reversed Curse Technique which makes shit easier. He can cure anything except for Cancer, and AIDS.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The consequence of repeated experiments upon himself, gene-splicing has hardened his flesh to the point where it's comparable to some low-grade metals.
A few weeks after the initial rounds gene-therapy, an unintended side effect was finally realized. A small organ had formed next to his small intestine. It possessed something akin to a pulse, beating a half a dozen times a minute.
It's function was simple enough. It generates trace amounts of electricity, stockpiling it within Morgan's epidermis. Upon a predator striking him, a shock is sent out to try to dissuade them from attacking again. After retaliation, the organ skyrockets to 24 BPM to rebuild it's stockpile.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.