Roger has been able to find a glasses prescription that not only corrects his vision but actively makes it better.
Lenses fitting his prescription are shaped in such a way to bend light right into his optic nerve. Shooting through it like fiberoptics. The nerves strike his brain in key areas to increase activity in regions responsible for interpreting his senses.
You gain the following benefits as long as you have your prescription lenses.
Your Perception rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (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:
Shadows move and shadows writhe. This one more than most. The shade I cast has a mind of it's own and can be persuaded to aid me, moving independently. My constant companion.
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.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your appendage has its own agenda (deal incredible violence to those who offend or disrespect it), which it will attempt to follow. You must roll Self-Control to reassert control when this occurs. If this occurs during Combat, it gets its own dice pool, and stopping it costs your entire Action.
All rolls utilizing your Extra Appendage are at a -2 dice Penalty.
A Shot in the dark, the black ichor of life spills from his wound. Getting shot was inevitable in this line of work, but being alive to tell the tale should be too.
This change in biology was the least strange of things he had to deal with. Telling the doctors that this was normal would be much stranger.
Shackled with apathy
his heart still pumps red
a Man who bleeds mortal blood
cannot live with me.
You gain the following benefits at all times.
Any Injury you receive 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
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.
Possession of this Power grants the following Battle Scar: Abnormally black circulatory system.
The mutant has fully yellow eyes that glow, artificial looking fingerprints (very round and perfect) and no bellybutton. Their body looks stronger and automatically selects the nutrients it needs, making them unable to become fat or skinny. They can’t bleed and can’t be killed by harming vital organs as all their cells are alive and sentient. On the other hand, the evolution has exposed new vulnerabilities, as now electricity can damage the nerves, making it much easier to destroy the individual cells.
This advanced mutation, a gift from the very edge of human potential, represents the ultimate blend of scientific achievement and natural evolution. It symbolizes the transcendence of conventional mortality and physical limitations, with the mutant's body becoming a living testament to resilience and adaptability.
You gain the following benefits at all times.
You are permanently and visibly transformed: Human-like mutant. You are considered to be a Sapient, Non-Living being when targeted..
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.
Your Injuries no longer degrade with time.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Battle Scar: weak stomach.
The Severity of any Injury caused by electricity is increased by 2.
You don't have a brain or nervous system anymore. Every muscle cell of your body now act as neurons and nerves at the same time; they also take their place .
Your control over your body is more and more powerful by evolving but you can't hide as a human as good as before.
Your pupils are red and cat-like as a result.
Since the eyes are connected to the nervous system they evolved to adapt to this new body.
You gain the following benefits at all times.
You are permanently and visibly transformed: your eyes have red cat like pupils. You are considered to be a Sapient, Living being when targeted. Your Intellect is increased by 1.
The Bird Man spreads his wings and flies away...
You gain the following benefits at all times.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. 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 majestic wings. You require 5 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your majestic wings via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
Any roll to land or maneuver in the air is rolled at +2 Difficulty. When you fail or botch, take a Severity-1 Injury.
Possession of this Power grants the following Trauma at all times: Birds, Man - They're just so fucking cool. (Roll Self Control to ever allow you or someone else to harm a bird).
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
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 Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword 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.
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.