The shine coming from their hair, the unnaturally pale white skin, they don't look fully natural, human in silhouette, maybe in their actions, but something about them seems wrong... The hair and eyes shifting from a dark blue to a ruby red as the lighting shifts around them, changing it with a gradual change of the source, Alex wasn't human, not by a long shot...
You gain the following benefits at all times.
You are permanently and visibly transformed: Gemoid. You are considered to be a Sapient, Non-Living being when targeted..
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 no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Your body provides you with the functionality of Thieving Tools(Lockpicks, Wire Cutters, Screwdrivers). If used to attack, these "tools" use the same stats as a small knife.
You may make a +2 Weapon Damage Gemoid Weaponry: Alex can form gem blades, hammers, scythes, clubs and other weaponry with their body attack without additional equipment.
Possession of this Power grants the following Battle Scar: Gemoid Body: Their hair and eyes shifts color depending on the lighting, going from red, blue, green, but never losing the shine that comes from their gem heritage.
Possession of this Power grants the following Trauma at all times: The Voices: You suffer a -2 dice penalty to any roll which benefits from hearing. You cannot distinguish the words of others in loud situations..
The Severity of any Injury caused by Acid is increased by 2.
Time after time, the kamikaze pilot has taken all sorts of injuries, but he’s never been able to suceed in the one job given to him by his country.
You gain the following benefits at all times.
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.
If, while you are unconscious, your wound level rises above your rating in Body + twice your Drive, or if you take an Injury with Severity greater than twice your rating in Drive, you die. 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.
Possession of this Power grants the following Trauma at all times: His continued living has brought the pilot to a dark mental state, he acts rashly and doesn’t hold life high in his mind, this will effect his action’s negatively..
Jun is squishy, slippery and posseses large hands and feet. He is adept at swimming and resisting extreme cold temperatures, he is slightly toxic, his tongue is very long, and his eyes very large. All features resembling a common frog.
You gain the following benefits at all times.
You are permanently and visibly transformed: Frog-like humanoid. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to swimming. You receive +3 dice on non-attack rolls related to swimming.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
While in forest, 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.
You can squeeze through any cracks and passageways a cat would be able to.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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.
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.
The Severity of any Injury caused by Harsh chemicals is increased by 2.
With a simple flicking motion, the Outlaw "magically" teleports a small piece of lead through your skull with a firearm.
You gain the following benefits as long as engaged in combat with American-made guns.
+2 dice to all American-made guns rolls.
Possession of this Power grants the following Trauma at all times: Sticky Hands - You just can't help yourself when you see nice things. (Whenever you would come across something with high monetary value; rare jewels, case full of money, etc., roll Self Control or do your best to steal it).
You also gain the following effects:
carbo makes him hydrate. makes him draw weapon
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
Using his knowledge in magic, Raz infused his body with magical tattoos which seep Mana into his body, increasing his intelligence and dexterity by having magic shoot through his muscles, neurons and nerves, along with electricity, and may possibly increase more, if he grows stronger, though it increases his hatred of necromancers, and zombies by association, to the point of wanting to kill them on sight if he sees them
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your body is adapted to Evasion. You receive +3 dice on non-attack rolls related to Evasion.
Possession of this Power grants the following Trauma at all times: Obsession with killing necromancers/zombies.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive.
You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects: