They will focus on a part of their body, and begin to manipulate it with their hands, exposing flesh, nerves, and bone to the outside world, in a attempt to simulate what the human body is like
Exert your Mind and 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:
You may end this Effect prematurely as a Free Action.
Desdemona withdraws a hairpin from her purse and uses it to pick a lock, short a circuit on an electronic lock, etc.
Desdemona has needed to break out of various jails in various countries on assignment, and has become adept at it.
Exert your Mind and spend an Action. Select a door, lock, or locked target within 20 feet that is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
With his recent travel through the snow and Russian territory, he has begun to train himself through a bunch of exertion-styled training inhabiting the ways and pride of American football, He has given himself no limit to what he feels both mindfully, body wise, spiritually as he has ascended to where he can take it all and keep on ticking no matter what.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Arthur Annuler opens a small hole to the gap between realities and allows Eldritch Tentacles to reach out from the mists surrounding his body. The tentacles have a reach of 30 feet and blindly lash out at Arthurs foes.
Exert your Mind and spend an Action to activate.
Summon a single Giant Tentacle at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions cannot move. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
Whenever protected from a negative effect, Richter's body has a faint white flash
You gain the following benefits at all times.
You are immune to all non-Alien diseases, as long as they can be treated in some way by modern medicine. If there is no known treatment, you must Exert your Mind to cure yourself.
The victim eggs the killer on, and they do what they do best... and then the victim gets right back up for more as there wounds partially heal in minutes.
You gain the following benefits as long as Only starts once Incapacitated.
Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. 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.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Possession of this Power grants the following Trauma at all times: Hybristophilia: You have a paraphilia involving sexual interest in and attraction to those who commit violent crimes.
The beastmaster can speak to and understand any animal.
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.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Flight is brief but quick, and she must return to the ground in one minute.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.