You stand a head below the average human, with a hunched shell forming most of your body mass. You have large claws roughly the size of a human baby in place of hands.
You gain the following benefits at all times.
You are permanently and visibly transformed: crustacean shell and lobster claws. You are considered to be a Sapient, Living being when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
While in the ocean, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You may make a +2 Weapon Damage lobster claw attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
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.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Battle Scar: Concussive Trauma.
As Liz moves, the wind moves with her, picking her up and carrying her, and building up speed.
Liz is friends with the animals, and friends with the elements. The wind runs in and with her, causing her to possess some of its nature.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 150 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 150 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.
Possession of this Power grants the following Trauma at all times: Whenever you move at faster than a walk, you feel an urge to let out a cackling laugh that the wind takes to all around. Make a self control roll to not start cackling loudly.
Mel pays attention to the world and has a sense of his surroundings boosted by his open mind.
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.
Minerva sheds her previous form completely, adopting a new base form. Her new form isn't quite flesh and blood, though. It only behaves that way because she believes it should. Her body is made of thought and will and materials from the Dreamlands.
The young girl is now an anthropomorphic kitsune, with bright golden eyes and brightly coloured fur. She has a bushy tail which she has only just barely learned to keep out from underfoot. Her entire form is a little bit brighter and more intense than it should be, as though the brightness and contrast sliders were both turned up by twenty percent.
Her blood is a vibrant scarlet, brighter than it should be. But shortly after leaving her body it turns to a metallic quicksilver, boiling and bubbling. The blood itself feels angry, thrilling with rage.
She still remembers her old form, with mixed feelings. She can turn back into it, but it's not right. Not anymore. When she returns to her base form, that's not it anymore.
Minerva's form is made of will more than anything else - and she can choose how it is effected. Expressions of energy, heat and cold, have little effect on her if she chooses not to let them. And being made from will, it suffuses her entire body. She isn't stored in the brain any more than she is stored in the foot - She doesn't have a soul, she is a soul. She has a body.
You gain the following benefits at all times.
You are permanently and visibly transformed: A kitsune. You are considered to be a Sapient, Living being when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
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.
You breathe deep, grounding yourself in the security of the Kevlar weave around your neck. The pain and stress of the situation recedes, leaving you thinking clearly.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
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.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
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).
You also gain the following effects:
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.