His skin is now plated with a lead alloy if you look close enough, you can see the seams of Where he cut He must’ve messed up during the procedure because now his eyes have a permanent green glow maybe with a little bit more Tinkering he can fix this, but for now this will have to do now he can’t get cancer, but he still has to cure it
After another spent with radiation poisoning, Eden knew he had to make a change. He experimented on himself and his workshop and when all finished he was more robot then human
You gain the following benefits at all times.
You are permanently and visibly transformed: his eyes are A constant green that likely close and his skin has seams on it. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
While in radiation, 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: Eden eyes have a permanent green glow that is noticeable and his skin is cut into panels (like a cyber punk character).
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by fire and heat is increased by 2.
You are a living jar, your body is round and bulky, which can be a hindrance at times. Your insides are also vulnerable if your jar is shattered.
“Though the jars are brought to life by human flesh and blood, they are all rather kindly folk. Perhaps they were made to be better than their innards. Their fragments command a high price due to the magical power locked within. This leaves the living jars unfortunate targets for poachers.”
You gain the following benefits at all times.
You are permanently and visibly transformed: No head, jar body, digitigrade legs. You are considered to be a Sapient, Non-Living being when targeted..
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. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
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 blunt weapons is increased by 2.
The old rabbit mage raises their paws as a green crystalline orb appears above them and proceeds to quickly shoot towards its target, before splitting off into individual shards.
You gain the following benefits at all times.
You are permanently and visibly transformed: a large white/grey rabbit with strangely intelligent eyes. You are considered to be a Sapient, Living Creature when targeted. Your Perception is increased by 1 and your Charisma is increased by 1.
Your body is adapted to hearing and hopping. You receive +3 dice on non-attack rolls related to hearing and hopping.
You may make a +2 Weapon Damage Evergreen Blast (Rifle) attack without additional equipment.
Possession of this Power grants the following Battle Scar: Walking, Talking Rabbit - You are obviously supernatural when you do anything not so rabbit-like, and even when you are attempting to hide this fact, others may make a Perception roll, 4 successes revealing your supernatural nature).
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 are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The nanomachines in Axel’s body improve blood flow and function, giving him increased abilities.
You gain the following benefits at all times.
You are permanently and visibly transformed: larger build. You are considered to be a Sapient, Living Computer when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
Possession of this Power grants the following Trauma at all times: Killer Instinct - You must roll Self-Control in order to show restraint, mercy, or otherwise anything less than all-out lethal force against that which threatens you..
The Severity of any Injury caused by electricity based damage is increased by 2.
You are a product of genetic experimentation, a deformed humanoid, a homunculus. Though you are frail looking, you are quite formidable.
You gain the following benefits at all times.
You are permanently and visibly transformed: Bulbous eyes, no hair, deformed body shape, prehensile feet. You are considered to be a Sapient, Non-Living being when targeted..
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. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Possession of this Power grants the following Battle Scar: Little Bones.
Possession of this Power grants the following Trauma at all times: Skittish.
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 are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
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. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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 ignore or decrease the effects of Stress for any Self-Control rolls you make.