Coming from a testing facility for animals that employ highly experimental and unsafe experiments, being used upon has embued the wonderous progressive thing known as evolution pushed to 11 it has allowed new heights for what was a regular average trash panda, currently inside of him the Genomes and DNA are developing farther on the outside all one could notice out of the ordinary is most likely a slightly bigger cranium and even more flexible limbs than a regular Raccoon.
You gain the following benefits at all times.
You are permanently and visibly transformed: Raccoon, full on raccoon. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1 and your Intellect is increased by 1.
Wounds simply knit more quickly that they should.
Alan has taken time itself into his being, albeit unwillingly, and time protects its own. It can speed his flesh forward to heal wounds, or even wind back his timeline to restore deeper harms and remove scars. He isn't truly timeless yet, but the ravages of his adventures have much less hold than they once did.
Infections, though, also are caught up in his personal time stream and exacerbated by the very same effect, whether by progressing rapidly or forcing his body back through their worst stages over and over again.
You gain the following benefits at all times.
Any Injury you receive from a source other than disease heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from disease are increased in Severity by 1.
...
You gain the following benefits at all times.
You get +4 dice to any Body resistance rolls you make. You also gain the following effects:
A Tentacle comes out of any hole of the caster.
Spend an Action to activate. Select a target within 45 feet. Roll Brawn + Alertness 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 3. Armor is fully effective against this damage.
This Gift's Cost is capped at 2 and cannot be increased further.
Ren's body bulks up tremendously, with fur sprouting off his arms and ripping his shirt open. His nails grow into claws and a tail rips out from behind him. Whatever experiments were run on him clearly created this horrendous side effect/
Essentially Lucci's Leapord transformation
Exert your Mind and spend a Quick Action.
You transform into Primal Ren for 3 minutes. You have access to all of your Powers while you are Primal Ren, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1. You do not suffer any Stress while transformed.
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.
Possession of this Power grants the following Trauma at all times: Sympathy with Monsters: Ren has a soft spot for creatures of monstrous nature. (You must roll self-control to harm a "monster" for any reason outside of immediate self-defence).
As long as Minerva wears her pendant, her thoughts are ordered. And with order comes safety.
Following Minerva's traumatization by a fellow contractor, the next month the young girl spent a good bit of the next month in her room. She stopped practicing everything else, just focusing on herself, and that feeling of helplessness that had come with it.
And one night, she dreamed. She remembered battling the nightmare monster, of the defenses she had forged. And she forged them again. Ordering her thoughts, marshaling them, she assembled her mind into a castle. A Castle of Light, a bright beacon in the darkness.
The castle is built to withstand a siege from the darkness. Even taking the field is a monumental task, requiring great effort by an assailant, more than most can bring to bare - and after an enemy has been cast out once, such a tactic won't work again.
Each step into the castle is a slog, a constant exhausting battle to take a wall, only to find another wall behind it that the defenders have retreated to and fortified themselves again.
From the highest point of the castle a bright light glows, and she can rain down light and hope upon invaders from it.
The castle stands at all times, a fortress for her mind and her dreams.
Of course, the walls of her castle are manned, and it is an effort for her to open the gates to anyone. It's safer that way. With time, she learned to open them again.
You gain the following benefits at all times. You must actively and obviously be using silver fox pendant to gain the benefits of this Effect.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
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:
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.