Viewing Effect - Augmentation
Upgrade your body

Create a Augmentation Power

Description

Your body has been transformed or augmented to become beneficially inhuman in some way. Your specific mutation must be physically visible.

System

This Power is passive and always in effect. Bonuses to Attributes and Abilities take the form of additional dice on the relevant rolls and do not affect Experience costs. As always, bonuses to the same dice pool from multiple sources do not stack, and the largest bonus is used.

Any Enhancements you take must be germane to the specific augmentation you've chosen.

Enhancements

Insulation (You are less susceptible to the cold. You have 2 Armor against cold damage, and can endure cold climates with ease.)

Heat Resistant (You are less susceptible to extreme heat. You have 2 Armor against heat damage, and can endure hot environments with ease.)

Reach (Your appendages can reach an additional 30 feet.)
Extending these is considered a Free Action

Able-bodied (Your body has developed a beneficial inhuman adaptation. This can provide up to +3 dice to a specific non-Attack Action (swimming, lockpicking, etc), or a particular trait that provides a simple benefit (such as gills).)
Any benefit you gain from this enhancement must be tied to an actual physical alteration. As always, bonuses to the same dice pool do not stack; instead, the largest bonus is used. You can take this Enhancement more than once, but not for the same action. A chosen Action must be specific, not general. Things like "movement" or "being badass" are unacceptable.

Squishy (Your body can stretch and compress much more than normal, allowing you to squeeze through cracks and passageways that would normally only allow a creature the size of a cat or smaller.)

Distributed Systems (No single organ is required to sustain life. If any body part is separated, it lives and can take Actions for one hour. Attacks and effects do not get bonuses from targeting your vulnerable body parts.)
If split into multiple pieces, the Player controls the "main" piece, while the GM controls the others. Only the main piece has access to active Powers. Other Powers are generally required to make possible surviving any situation where this Enhancement is useful.

Got No Life (You are considered Non-Living, and your Injuries no longer degrade with time.)
Powers which can only affect Living things have no effect on you.

Eternal (You no longer grow old or suffer any of the ill effects of aging.)

Drawbacks

Mute (You cannot speak human languages in your alternate form)
Conditional (This Power is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Indiscriminate Killer (When you switch targets in Combat, you must roll Mind, Difficulty 7. If you fail, the GM selects your target at their sole discretion.)
Paws (You are incapable of fine object manipulation in your Alternate Form.)
Misshapen (You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.)
Hackable (You count as a Computer or Machine when targeted by Powers or effects.)
Tamable (You count as a Creature when targeted by Powers or effects.)
Vulnerable (You are particularly weak to a particular kind of damage. All Injuries caused by damage of that type are doubled in Severity.)
Damage type examples include: Fire and heat, ice and cold, attacks made by cold iron, magic, etc.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.
Maddening (Possession of this Power causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
This Trauma should require a Mind roll to avoid serious issues and loss of Character control. For example, "you must roll Mind to surface from any body of water," or "you must roll Mind to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Mind." etc.

Parameter - Extra Brawn

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3

Parameter - Extra Dexterity

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3

Parameter - Extra Perception

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3

Parameter - Extra Charisma

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3

Parameter - Extra Intellect

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 0
  2. 1
  3. 2
  4. 3

Example Powers