A slab of a human in terms of looks, Assistant Hyde was the first successful attempt at creating artificial life with assistance from other DSP biotechnologists, but they were only a minor help (the funding on the other hand...). Big and dumb, Assistant Hyde is a glorified watchdog and lab assistant both. Sure they can't help out with surgery themselves, but they are good at holding things. And beating people. It's a shame they need to be requisitioned each time for field use.
Exert your Mind and spend one minute. You must actively and obviously use Mobile Phone to activate this Effect.
Summon a single Hommuncli/Assistant at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
When augmenting herself, Kat alternates between restful meditative poses similar to yoga, and slowly going through a series of motions similar to martial arts katas. A light gray fog spreads down her limbs, trailing her hands and feet as she does these motions. This focuses her intention and clears her mind until the capability takes shape within her.
When using the pouch aspect, a similar looking fog appears where an object touches her as she places it into storage in a non-physical echo of herself. The same fog appears when she reaches in to pull something back out.
Heinlein wrote about other realities that may as well be fictional to us and called them Fictons. It's simpler to say than 'parallel universes' so now I call them that as well. My abilities come from a Ficton.
As explained by scientists in the Ficton I'm connected to, I have the same ability that some there do. Apparently I mentally manipulate Fermionic dark matter which connects me to their Ficton. This gives me visions from there when I focus on it. It also gives me 'super powers' like people there have.
I feel a kinship with someone there called KatAbra, both emotionally and in regards to powers. I discovered that I can learn to do anything she can do. Cat themed abilities, physical enhancement, and minor mystical abilities such as the ones I'll explain shortly. Potentially, I can learn to conceal myself from others, heal myself, erect mental defenses, that sort of thing. None of the flashy or manipulative stuff like elemental attacks, flying, or reading minds.
Improving my durability, speed, and hand to hand combat were simple enough. Environmental adaptation wasn't much tougher. Eventually I learned to manifest an echo of my physical body to use as limited storage (if you can sense magic it seems to be a shadow overlapping my body, vibrating in a pitch inaudible to normal ears). Most difficult to learn was making my mind manifest a functioning version of physical technology. While I'd like to find something more versatile to mimic than a cell phone, technology in our universe offers isn't as nice as what hero teams there use. If someone here has created a device similar to their communicators, I'd need to examine it and how it functions before mimicking it. Thankfully I don't need to know the inner workings, just the properties and how to use it.
My connection is only between here and that single Ficton, but each person who can do this connects to just one other Ficton, different for each of them. In the supers Ficton, people have connected to places that grant them things like fantasy magic, making Steampunk devices function, etc. Each of us gets something different, but we all get something somehow.
Exert your Mind and spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Conner goes full snake fu.
You gain the following benefits as long as as long as Only affects his tail and you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
Due to Ana's encounter with a poisoned pond, she has trained her body to more effectively battle mundane toxins.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
After his hands removed he got hands with help of Celestia power
Exert your Mind and spend an Action to activate.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
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 extra appendage can be used to attack in exactly the same manner as a Sniper.
Mechanical tentacles sprout from your back, held in place by a spinal implant. These limbs can tipped with manipulator claws, each concealing a different tool or weapon within the palm, and can be used for a multitude of purposes.
You gain the following benefits at all times.
You gain 2 additional limbs that function as standard human arms and hands.
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 be used to attack in exactly the same manner as a Laser Shotgun.
Your body provides you with the functionality of Cutting/Welding torch. If used to attack, these "tools" use the same stats as a small knife.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
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 beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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 beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.