Parts of my body are made up of metal panels connected together by bolts. My arm has a compartment that will open up and extend a light sword. If any of my body parts are severed, I can replace them by connecting them to my metal skeleton frame and resting for a couple of hours while the nanobots reconnect all the tissue.
You gain the following benefits at all times.
You are permanently and visibly transformed: cyborg. You are considered to be a Sapient, Living Computer when targeted. Your Perception is increased by 1.
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.
You may make a +2 Weapon Damage sword arm attack without additional equipment.
Possession of this Power grants the following Battle Scar: obviously metal body parts.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
Kel Has undergone severe genetic augmentation. In all aspects she is a superior being, despite how she feels about it. A genetic failsafe was built into her, causing her to body to shut down if her collar is removed.
"Test subject number... one-seven-three. Status log 7b post-op, K____ D_______, researcher. Subject one-seven-three's body has been fitted with fibrous conductive filament alongside its fur which act as a sort of natural camouflage, obstructing the full shape of it at a distance. Guards noted these fibers are especially prone to amplifying the shock from their stun batons. Will continue to monitor..."
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: Ferret 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.
Your body is adapted to Stealth. You receive +3 dice on non-attack rolls related to Stealth.
Possession of this Power grants the following Battle Scar: Fuzzy bodied: All social rolls are made at +1 difficulty, beautiful is suppressed.
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 Electricity is increased by 2.
Going into a hibernation state with the ability to survive harsh conditions
You gain the following benefits at all times.
You may go five times longer than a normal human without air. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
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. While cocooned you can take a maximum of 1 Damage from any attack, and are impervious to environmental conditions.
Instead of food and water, you must consume inedible supstences and living creatures daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.
Your blood has hyper regenerative abilities, currently its full power is diluted but over time its strength will rise
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.
Battle Scars caused by your Injuries will remain.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
The witch, tired of tribulations, is acutely aware of the value of your own ass: her powers of observation have been sharpened to a supernatural level, transforming her natural mistrust of people and situations into an incredible shield of situational awareness. She picks up on subtle shifts in behavior, tone, and atmosphere, spotting threats before they fully materialize. While others may call it paranoia, Maggie knows better. Her instincts are rarely wrong, and this heightened awareness keeps her one step ahead. In her world, survival depends on seeing the unseen, and with this power, she’s practically untouchable.
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:
His bodies return to it's initial spiritual state now fully complete, aside from one critical component, his physiology no longer suffers from such mortal issues as "dying of blood loss" and "needing months for broken bones to heal.". No instead now he an hour from any wound so great it discorporates his physical form, and in absorbing the Qi of the world he has essentially infinite vitality for standard tasks. A cushy position if Joao Jean had ever heard of one, and one he didn't intend to leave any time soon.
You gain the following benefits as long as Leon has consumed the faith energy of an offering made to him that day.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
While Incapacitated, your only weakness is Sever all of his tails individually, and then cast them with his heart into a fire before performing an exorcism (Cha + Occult Roll.), and if you take Damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
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 aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
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.