There is no obvious sign of this being used save for the fact that the eyes of this gift's wielder turning a milky white.
Some examples of valid senses that the gift user can co-opt are sight, electroreception, echolocation, and variants thereof. Senses that primarily have something to do with things other than the location or form of perceived phenomena, like hearing, taste and smell, cannot be benefited from. The gift user can only benefit from the co-optable senses that their proxy currently has - the examples mentioned here are examples only.
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. If one of these senses does become suppressed, you may Exert your Mind to end the effect.
Possession of this Power grants the following Battle Scar: Complete Blindness.
An item enchanted with this effect will have an ethereal green glow, though not enough for any significant sort of light. Touching the object is energizing, and supplies the wearer with unending function.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, or sleep in order to survive.
Archie has a face that makes you feel stupid for trying to lie. His experience in customer service, "bullshit security", and the forging he's gotten in Contracts combine to give him this vibe that might make you check yourself for a moment before doing something silly around him; it's not charming, but it is somewhat respectable.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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:
Your injuries burn shortly after taking them, scabbing quickly and stabilizing. Over the course of a day, battle scars heal back.
Liv found a particularly tough and resilient demon, summoned it bound it, and ate its heart in a ritual designed to transfer its ability to recover to her.
You gain the following benefits at all times.
Any Injury you receive from a source other than 'a weapon blessed by a priest, monk, rabbi of any religion heals quickly, reducing its Severity by one level every 6 hours. 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.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
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.
Injuries you receive from 'a weapon blessed by a priest, monk, rabbi of any religion are increased in Severity by 1.
After receiving a near deadly blow from a proboscis, the body of SCP-8461 adapts to heavy damage.
You gain the following benefits as long as you have your power core.
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).
Possession of this Power grants the following Trauma at all times: Nonbiological: When you receive an Injury of Severity-4 or higher, you must roll Self-Control to avoid realising you are a machine.
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:
As the essence of a being that has been around longer than communication itself, there's a instinctual understanding of language bound up in the energy of the collar.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
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.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
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 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. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
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.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.