MANSQUITO!!! The Hero the world deserves, but REALLY don't want.

1
You possess an augmented or inhuman body.
Used by Mansquito, Created by shotgunwizard22.
(Your specific augmentation must be physically visible in some way, but it does not need to make you seem monstrous or horrifically inhuman unless you take the Monstrous Drawback. )

Mansquito is a giant human-mosquito hybrid, standing 7 and a half feet tall with wings, compound eyes, a chitinous exoskeleton, a mosquitos abdomen and a rail-thin body. He is capable of feats of extreme speed and strength.


You gain the following benefits at all times.

You are permanently and visibly transformed: Giant Human-Mosquito Hybrid. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.

You can squeeze through any cracks and passageways a cat would be able to.

You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.

The Severity of any Injury caused by toxic gas is increased by 2


Community Passive Gifts

Dorian’s awareness comes from the unsettling realization that his world is governed by hidden rules, like a game. As a barkeeper, he feels the subtle shifts in reality, perceiving the underlying structure of life. This awareness isolates him, making him an observer of his own existence, yet it grants him the ability to subtly influence the flow of events, nudging reality within its unspoken limits.

You gain the following benefits as long as you have your A red glowing eye.

Your Perception rating is increased by 1. 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).

Possession of this Power grants the following Trauma at all times: Nightmares.

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:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Saw it Coming: Any time you attempt to dodge an Attack from someone lower than your position in Initiative, you may Exert your Mind to automatically succeed without a roll. You may use Source to make a Desperate Defense. There is still a maximum of one Desperate Defense per Round.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • If your A red glowing eye is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

By taking the concept of cartiledge regeneration in a lizard and multiplying it's scale ad nosium, you are met with full and complete regeneration.

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.

Bro woke up one day, chose violence with a bat.

You gain the following benefits as long as engaged in combat with a Bat.

You receive +2 dice to all rolls using a Bat. Reloading is considered a Free Action.

You also gain the following effects:

  • Bullseye: If you are not making an attack, any projectile you fire will be considered a complete success without needing to make a roll.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Hail Storm: You may Exert your Mind to make an attack with a Bat against all targets within a 120 degree arc in front of you. Your full attack Outcome applies to each of them, but they may attempt to Dodge or Defend if they are aware of the attack.
  • Improvised Ammo: You may use any object that is vaguely the same size and shape as your weapon’s ammo in place of its normal ammo with no penalty.

Mike's motorcycle has minor rune markings throughout, made on the parts as he rebuilt it from the frame up while his augment runes only last while they are active and fade after.

No changes for rework

You gain the following benefits as long as you are piloting a vehicle that you yourself built, or have an active upgrade rune on and you are piloting any vehicle.

You receive +2 dice to any rolls to pilot a vehicle.

You also gain the following effects:

  • Afterburner: Your vehicle has a 25% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
  • Daredevil: Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.
  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.

You gain the following benefits as long as engaged in combat with firearms.

+2 dice to all firearms rolls.

You also gain the following effects:

  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

Stock Passive Gifts

You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.
  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

You gain the following benefits at all times.

Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you are biting and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • You are able to climb trees and cliffs at your full movement speed.

You only gain the benefits of this effect if you are in an area without a human building within 300 feet.