The body looks like it has heavy cybernetic implants. Fists are obviously reinforced metal, motor control is a little too perfect. A covered data port is visible on the side of the skull.
After multiple activations of Battle Mode, the scientist in charge of Zeta's development have opt'd to embrace her mechanical nature instead of trying to hide it. After all, regrowing artificial flesh isn't currently on an industrial scale.
You gain the following benefits at all times.
You are permanently and visibly transformed: Android. You are considered to be a Sapient, Non-Living Computer when targeted..
Your body is adapted to Disguise. You receive +3 dice on non-attack rolls related to Disguise.
Your Injuries no longer degrade with time.
Your appendages can reach an additional 30 feet.
Your body provides you with the functionality of Computer Hacking. If used to attack, these "tools" use the same stats as a small knife.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Skull is visible to all who would look upon the man who has undergone the transformation and his Phylactery Amulet is in the shape of a human skull on his neck proudly displayed for all to see. His Amulet in some form or way will try to persist as around his neck visible at all times. His Balaclava now serves a double purpose of hiding his identity and his horrific appearance that may set some off.
You gain the following benefits at all times. You must actively and obviously be using Phylactery Amulet to gain the benefits of this Effect.
You are permanently and visibly transformed: Shade Tinted Pale Skin with the Skull visible with no exterior tissue. You are considered to be a Sapient, Non-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)
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.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Battle Scar: Missing Skull Tissue.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
The Severity of any Injury caused by Anything Holy is increased by 2.
When the beast stalks in the darkness, its claws are sharpened by it, and the darkness drinks the sound as much as the light. A man can vanish from beside his comrade, and never be heard from again.
You gain the following benefits as long as you are in alternate form and you are in darkness and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 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:
Scaling cards is the art of throwing normal playing cards with such skill and precision that they slice vegetables or stick into walls. This one has learned to throw cards which are metal with auch finesse they are not dissimilar to shirikens.
Note that while all playing cards benefit from this gift, Bullet Parry requires the card to be reinforced in some way such as being made of metal to benefit from it.
You gain the following benefits as long as you are engaged in combat with Playing Cards.
+2 dice to all rolls utilizing Playing Cards.
You also gain the following effects:
You gain the following benefits as long as engaged in combat with Revolvers.
+2 dice to all Revolvers rolls.
You also gain the following effects:
You were subject to GenWyld genetic sequencing and modification before you were even born. In other words, you're huge and ripped and hot and have no known weaknesses. Your weird eyes, pronounced canines, and slightly bestial mannerisms single you out as the recipient of such treatments, but really, who's going to bring it up if they know what's good for them?
You gain the following benefits at all times.
You are permanently and visibly transformed: metahuman. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1 and your Intellect is increased by 1.
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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:
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
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:
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
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.