Your bones snap and contort unnaturally to better take advantage of your musculature, allowing your body to push itself far past a lethal point for most.
You gain the following benefits at all times.
Your Brawn rating is increased by 3. 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:
A soft holy glow builds in your fists and reinforces your body. Send your enemies to meet God.
Exert your Mind and spend a Quick Action. You must actively and obviously use Holy Symbol to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into Hand of God for 30 minutes. You have access to all of your Powers while you are Hand of God, 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 Attributes are the same. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
Finality, as a being of code, is not limited by traditional human senses and can see things that others may not be able to.
Task is a subroutine within Finality made to cause them to act more human.
-Minor fear of heights
-Animal Lover
-Murder
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Possession of this Power grants the following Trauma at all times: {Two in mind} [One in heart] - If ever Finality would like to take an action that would violate one of TASK's limits (see extended description), they must roll self control. Failing this roll doesn't proc the mind damage/traumas of normal limits..
Aira bears a silicon-like skin that envelopes her form, with metallic bones and muscles underneath her skin. Using her higher bodily and mental capacity, her arm glows a dull green as she summons a plethora of psychic constructs that function similarly to the bullets of an assault rifle as they cycle around her right arm before being shot out, just as fast, though not as strong as the real thing.
You gain the following benefits at all times.
You are permanently and visibly transformed: Silicon-like skin. You are considered to be a Sapient, Non-Living Computer when targeted. Your Dexterity is increased by 1.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Mental assault (Right arm (Assault rifle (Dex+Firearms))) attack without additional equipment.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by magic is increased by 2.
Sheriff Perkins is practiced at disarming enemies and can easily destroy weapons by swatting them with his Phantom Limb.
Exert your Mind and spend an Action or Reaction to activate. Select a weapon within arm's reach no larger than a duffel bag (35 liters). Roll Dexterity + Brawl Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
If you have access to the remains of an object you had previously damaged or destroyed, you may spend a Committed action to un-destroy it.
Marie takes out the metal flower and gently blows on the petals sending silver dust into the target direction and making them drowsy and eventually sleeping
Exert your Mind and spend an Action to activate. Select a Living target within 30 feet. You must actively and obviously use Metal flower to activate this Effect. Roll Charisma + Alertness at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall asleep for Outcome x 3 minutes.
Affected targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
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.