Musculoskeletal Augmentations The strength of 20 men!

7
Requires Seasoned
You possess superhuman strength and toughness.
Used by Mark Collins, Created by Redchigh.
( )

Muscles over muscles over muscles, specifically along his arms and chest. (Hulk-proportioned. His biceps are 3 times bigger around than his head)
Like a rhino or drug addict, as long as the adrenaline is pumping he is very hard to slow. It's not even so much that it does nothing, he just doesn't care even when it does.

Genetically 100% human even if you wouldn't guess it looking.
Sure, maybe some lab went through the genome and port and polished certain bits, dotted some i's, crossed some t's, but he's not a spliced abomination, a gorilla man, the spirit of power incarnate, or a alien benefactor.
He's American, born and bred. Several organs are engorged, and on an X-ray his pituitary looks horribly deformed and over-effective, but as a side effect of his cancer there are pockets of metastisised pituitary cells throughout his body, applying GH, repairs, and enhancements to areas directly as needed.


You gain the following benefits at all times.

Your Brawn rating is increased by 2. 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).

You also gain the following effects:

  • Beast of Burden: You may carry up to 50lbs per point of Brawn with no Penalty, and your Penalty when over-encumbered is -1 per 50lbs over this limit.
  • Champion of the Caber Toss: You may lift an additional 1500 pounds per point of Brawn beyond 5, and may throw items up to this weight to a distance of your throwing roll’s Outcome x10 feet. Weapon Damage for a heavy improvised thrown weapon is equal to the Brawn required to lift it minus 2 (minimum 0).
  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • High Constitution: You gain +2 dice to any Body resistance rolls. Any failed or botched Body rolls will instead give an outcome of 1.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated and protects against falling Damage.

  • Armor from multiple sources does not stack. Instead, the highest is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Revision purchased with:
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Community Passive Gifts

You gain the following benefits as long as you are in your Sand Form. You must actively and obviously be using asdf to gain the benefits of this Effect.

You are permanently and visibly transformed: sandman. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 2.

You no longer age naturally, and supernatural attempts to age you fail.

You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)

Your appendages can reach an additional 30 feet.

You cannot speak any coherent verbal language and must resort to other means of communication.

The Severity of any Injury caused by water is increased by 2.

  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.
  • You may stretch or retract your limbs once per Round on your Initiative.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you are wearing this Artifact.

Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Ever since the day he survived the accident, perhaps by the being he say, or awakening a buried will power. He’s had a high tolerance for the pain of life.

You gain the following benefits at all times.

Your Stress from Injuries and Mind Damage is divided in half.

You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.

You gain the following benefits as long as you are engaged in combat with thrown weapons.

+2 dice to all rolls utilizing thrown weapons.

Possession of this Power grants the following Battle Scar: Swollen fingers, -3 dice to actions requiring fine finger dexterity. Some actions, like turning a key, picking up something small, or using a gun with a covered trigger are simply impossible or would take some time at best.

You also gain the following effects:

  • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
  • Junk Wolf: Thrown attacks with improvised thrown weapons always deal a minimum of 3 Weapon Damage.
  • Nobody Tosses A Dwarf: Anything you can lift, you can throw 50 feet. Weapon damage for a heavy improvised thrown weapon is equal to the Brawn required to lift it minus 2 (minimum 0).
  • Yeet!: You can throw things up to 100 extra feet per point of Brawn with no penalty. Anything thrown further than 100 feet will not land at its target until the next Round on your initiative.

You gain the following benefits at all times.

You are permanently and visibly transformed: Ijiraq. You are considered to be a Sapient, Non-Living Creature when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.

While in Human-hunting environments or Arctic environments, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

Your Injuries no longer degrade with time.

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 are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.

The Severity of any Injury caused by Holy/Cleansing is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Passive Gifts

You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.

You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

You gain the following benefits as long as you are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.

You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.

Your Injuries no longer degrade with time.

The Severity of any Injury caused by fire and heat is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

You gain the following benefits as long as you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.

You gain the following benefits at all times.

You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.

  • Communing with terrestrial animal does not grant them intellect but does allow you to converse with them.