RA77LE has a robotic body, with a very obvious intent of it being to be a musician for others, given how his entire torso is taken up by a large disc that plays off of a MIDI system. Additionally, RA77LE's body is equipped with various other types of musical equipment and battery systems, which allow for an extremely long battery life that grants him near-constant uptime.
You gain the following benefits at all times.
You are permanently and visibly transformed: Robotic form. You are considered to be a Sapient, Non-Living Computer when targeted..
Your body is adapted to entertaining other beings. You receive +3 dice on non-attack rolls related to entertaining other beings.
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)
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.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Your body provides you with the functionality of a musical player. If used to attack, these "tools" use the same stats as a small knife.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
Possession of this Power grants the following Trauma at all times: Asimov's First Law: You must roll self control in order to injure a human being, whether by action or inaction, Asimov's Second Law: You must roll self control in order to stop yourself from obeying every command given by a human, unless it would cause you to violate Asimov's first law, and Asimov's Third Law: Whenever you enter combat or any violence is directed at you, you must roll self control in order to defend yourself in a violent or combative means. If you fail, you must find a noncombative means of avoiding combat. If Asimov's first or second law would cause you to override this, they will.
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 speak any coherent verbal language and must resort to other means of communication.
The bullet seems to hit an invisible barrier with a loud reverberating bass noise before dropping onto the floor
You gain the following benefits at all times.
You have 5 Armor, which only reduces damage taken from Bullets. Any armor piercing effects from Bullets are ignored. Armor from multiple sources does not stack.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
You gain cat ears, cat tail, cat teeth. Electric, lightning arcing over my body
I am the lightning, I am the cat, once I was an elf. The lightning, electricity, magnetism, and electro magnetic fields are my home
You gain the following benefits at all times.
You are permanently and visibly transformed: Lightning Elemental catgirl. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
While in Storms, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
Possession of this Power grants the following Battle Scar: cat ears, cat tail, cat teeth.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Ferb's skin has started to change and glow a bit. However he is no longer a fan of cheese any more as the smell repulse him.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Possession of this Power grants the following Trauma at all times: Fear of cheese.
Once nanobots detect damage to the host, they rush to damaged area of the host, and start assessing and repairing the damage done to the host. There are some complications when the host is electrocuted, however - it causes interference, causing nanobots to ignore the injury. In addition, nanobots can't do much if a major blood vessel is severed, as host bleeds nanobots faster than they can heal the wound. Observers may be concerned by host rapidly recovering from their wounds in a single day.
While the nanobots are capable of self-replication, and they abuse this capability to keep the host healthy, the built-in failsafe ensures that they cease to function once they leave the host - most frequently when hosts receive wounds and start bleeding all over the floor.
Of course, there are some, one might say, unforeseen consequences to nanobots continuosly repairing the damage done to the host. But surely the host won't be wounded too heavily or too frequently for those to kick in, right?
You gain the following benefits at all times.
Any Injury you receive from a source other than electricity 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.
Injuries you receive from electricity are increased in Severity by 1.
As long as one holds the Space Saber: they may exert their force of will apon the very gravity that governs the world.
You gain the following benefits as long as you are wearing this Artifact.
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 6 in place of your Brawn rating, a Mental Agility of 6 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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:
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.