Three-eyed freak
You gain the following benefits at all times. You must actively and obviously be using sleazy salesman's suit to gain the benefits of this Effect.
You are permanently and visibly transformed: three eyed freak. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, 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: I am a descendent of Yetis! and Homicidal: All non-Yeti people must be exterminated.
The Severity of any Injury caused by fire/heat is increased by 2.
Danielle has begun to understand the truth behind the world, and the hidden dangers that lurk just below the surface. Myth and legend which might've been thought of as a fairy tale or to scare children from venturing too deep into forest seem to be much more than first meets the eye. Stakes, holy water, and silver weapons might just save her one day.
Danielle has developed her prowess with melee weapons of all sorts, including improvised melee weapons like tree branches and wooden stakes. Even the most unique and strange weapons are handled perfectly in her hands, as if she's tapping into the deep experience of the monster hunters of the past. From axes to knives to whips to broken chair legs, Danielle is always prepared to execute dangerous creatures.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
Jude revels in his shuddering lungs and hacking cough. The dehydration headache, the stitch in his side when he runs, and the soreness of his legs from spending his life in cheap shoes- it's all home, it's always been there for him, and it makes him feel confident that he's doing something right. He wants to help others realise that this is the right way to feel, but is smart enough to play some waiting games on the process.
Ann Webber is his best friend and longest term project. He knows/thinks he knows that he'll convert her eventually; he can at least put it on the backburner for their friendship.
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 Trauma at all times: Typhoid Mary - Jude is convinced that this ability is secretly present in every single person. He will try to get others sick whenever he thinks he can get away with it (or when the GM rules that the trauma overpowers reason). He may try to convince others into addictions. This is ingrained in his personality and the progression of his gifts..
Billy Blitzen strives to be the fastest thing alive, and his intensive training has paid off. Billy can run at incredible speed, sparks flying from his body from the sheer friction.
You gain the following benefits at all times.
You can run at two times your normal movement speed.
When you are hit it is revealed that your physical body is not actually in this dimension. It looks like you are two dimensional and your entire body is momentarily marked with large burned cracks until the entire effect fades away a moment later.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: Burned Arm.
You also gain the following effects:
A blue glow emanates from the orb, as glyphs form around the hands of its caster.
7/26/2024: Using the dead space on this trading card to etch personal writings I may not write elsewhere. Mimi and Mari took me out to the petting zoo today. I had a lot of fun, surprisingly. I think I've developed empathy, of all things. Towards animals, of course. They're so serene in their simplicity. Also, we had a talk about my distrust of electronics. I think I'm slowly coming around to them now.
You gain the following benefits as long as you have your yellow Sith eyes.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
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.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
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 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.