Two Frankenstein monster style bolts each jammed into the sides of their head
You gain the following benefits as long as you have your head spikes.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
You gain the following benefits at all times.
You gain 2 additional limbs that function as standard human arms and hands.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a knife.
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.
Your Extra Appendage is incapable of fine object manipulation.
they grow demonic horns if they don't have them and become shredder
Exert your Mind and spend an Action.
You transform into a demonic beast for 30 minutes. You have access to all of your Powers while you are a demonic beast, 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 2 and your Dexterity is increased by 2. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
While transformed, instead of your normal clothes and equipment, you are equipped with: horns, flowing light clothing, a scimitar and they bulk up
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the horns.
A shield formed by Grognar’s unbreakable warrior will, protecting him from harm. It grows stronger with his resolve, but falters when his spirit wavers.
You gain the following benefits at all times.
You have 3, which reduces incoming damage from all sources of physical attack except Runed Steel – Blades inscribed with ancient runes or magic specifically designed to counter his Viking heritage weaken his armor.. 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, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
Oh shit!!! Deviantart in 2010s called and they said ‘wowzers so kawaii!!’ You’re a cute as a button catgirl (just the ears and tails) but with all the ferality of a street cat. Luckily if you wear a headband most people will think you’re just a really dedicated furry. Doesn’t explain the tail wag or the ear twitches though. Hit them with the nya~ :3
You gain the following benefits at all times.
You are permanently and visibly transformed: catgirl. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1 and your Charisma is increased by 1.
You may make a +2 Weapon Damage Claws and teeth (Dex+Melee) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Vengeful.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
As Trinity paces around the area, looking around, their eyes seem to shift colors to anyone looking at them, going from their natural color to a dark red. They also seem to jump around at odd places and intervals, as if not really looking at the place itself.
The gift involves Trinity finding traces of the dead's spirits, and being able to tell from the state of those traces how long ago the beings died - and what kind of being they were.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn the following information about the area:
This Effect is obviously Alien and eye-catching across its range to those witnessing it, and you are obviously the source.
You cannot investigate the same area more than once per day.
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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. 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:
The augmentations you provide are not outwardly visible nor obvious.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
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.
As long as you maintain Concentration, you can take Actions and 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:
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.