Viewing Effect - Inhuman Physiology
Upgrade your body

Create a Inhuman Physiology 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

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

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

Squishy (Your body can stretch and compress much more than normal, allowing you to squeeze through cracks and passageways a cat could fit through.)

Distributed Systems (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.)

Eternal (You no longer age naturally, and supernatural attempts to age you fail.)

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.

Bundled Up (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))

Able-bodied (Your body has a beneficial inhuman adaptation. This can provide up to +3 dice to a specific non-Attack Action (swimming, lockpicking, etc))
Any benefit you gain from this enhancement must be tied to an actual physical alteration. A chosen Action must be specific, not general. Things like "movement" or "being badass" are unacceptable.

Drawbacks

Paws (You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.)
Mute (You cannot speak any coherent verbal language and must resort to other means of communication.)
Conditional (This Effect 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.)
The condition must be significant. Subject to GM approval.
Misshapen (You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.)
Tamable (You count as a Creature when targeted by Effects.)
Hackable (You count as a Computer or Machine 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 have their Severity increased by two.)
Damage type examples include: Fire and heat, ice and cold, attacks made by cold iron, magic, etc.
Maddening (Possession of this Gift 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.
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
Indiscriminate Killer (Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.)

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

Parameter - Extra Brawn

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 Dexterity

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

Parameter - Extra Perception

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

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

Example Powers

The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.


You gain the following benefits at all times.

You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer 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 no longer age naturally, and supernatural attempts to age you fail.

Your Injuries no longer degrade with time.

The Severity of any Injury caused by electricity is increased by 2.

The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.

“In many parts of Greece it is considered as a sort of punishment after death, for some heinous crime committed whilst in existence, that the deceased is not only doomed to vampyrise, but compelled to confine his infernal visitations solely to those beings he loved most while upon earth—those to whom he was bound by ties of kindred and affection.” ― John William Polidori, The Vampyre; a Tale


You gain the following benefits as long as you are not in direct sunlight and have fed on fresh human blood in the past 24 hours.

You are permanently and visibly transformed: pale skin and fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1

Your Injuries no longer degrade with time.

The Severity of any Injury caused by fire and heat is increased by 2