The mutant possesses a goopy pseudopod that can be extended from any part of their body. This pseudopod is not as dexterous as a hand, but it can reach up to 30 feet and squeeze through tight areas. If damaged or destroyed, the mutant can regrow it in a couple days.
An unfortunate side-effect of this particular mutation is that the mutant's skin is always a little goopy and shiny, even when the pseudopod is hidden. Any clothes they wear grow damp and slimy.
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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
Possession of this Power grants the following Battle Scar: the mutant is always slimy.
Your Extra Appendage is incapable of fine object manipulation.
Tough life teaches one to be slippery, though years of hardship Tommy has learned how to keep himself steady in virtually any situations be it running away from dogs, cops, angry thugs or that surprisingly nimble and vicious old lady dead set on getting her purse back.
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).
You also gain the following effects:
Beyond his vision, Alan is now beginning to perceive everything more sharply. By listening to the delay between sounds reaching each of his ears, he can localize them, and in an instant replay them over and over in his mind until he is sure of their cause.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The user is given enhanced speed while wearing RAZ-II
You gain the following benefits as long as you are in this artifact’s alternate form and you are wearing this Artifact.
You can run at three times your normal movement speed.
You may bring another being along without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
Donning the Stethoscope a soft light emanates around it. Placing the bell against the patient emits a transfer of light and knowledge that streams into patient and quickly attempts to remedy any issues that affect the body.
When channeled through a life saving artifact such as "The Bedside Manner", "Wisdom's Embrace" can make quick work of even the most grievous injuries and other maladies. Utilizing the knowledge to undertake treatment and surgery as pure energy, the wearer can convert this knowledge directly into result at a rapid pace by applying it on a sub-atomic level to either revert form or to mend anew. "I Can Save Them allows the user to draw any and all medical knowledge they have have witnessed, even at a cursory glace from the recesses of their memory. Causing that knowledge to be available for use by "Wisdom's Embrace" rather than the user having to recall such details manually. In the right hands, such a potent combination can mean the difference between life and death many times over.
You gain the following benefits as long as you are wearing this Artifact.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Martial art specialized to shread the opponent body
You gain the following benefits as long as you are engaged in combat with a Blade.
+2 dice to all rolls with a Blade. You may Defend against firearm attacks from any range using a Blade.
You also gain the following effects:
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country 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.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
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:
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.