I am very charming and people love me. Whenever I exert my mind I will grow a smile and they will trust me
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Weak Stomach.
You also gain the following effects:
While stood still, he literally just looks like an inanimate plastic skeleton.
You gain the following benefits at all times.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. You only remain obscured while you are standing still; moving or taking actions will suspend the Effect for a Round.
With the years under the belt of driving motorcycles, spending time into the style and skill of driving such a fine machine he has mastered it into proportions that only he can do.
You gain the following benefits as long as as long as Only for Vehicles that are motorcycle or motorcycle based and you are piloting any vehicle. You must actively and obviously be using Motorcycle Gear or Clothing to gain the benefits of this Effect.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
Amarjeet's broken leg has been replaced by a sleek, cybernetic model. Largely composed of State of the Art ceramics & polymers, it is still clearly artificial.
Onboard weapon systems include a 12 gauge "shotgun" port built into the knee. The leg is quite strong, & can deliver devastating kicks as a club. Blood Turbines & capacitors can provide current equal to a small generator through a adaptive plug.
Knee Gun: This weapon can only be fired with accuracy in Melee range, can hold 8 rounds, & is typically fired with a "Knee Strike" motion.
Striking: Kicks delivered by the leg count as strikes from a Baton/Club
The leg can be detached with some effort, & must be repaired or replaced if damaged.
You gain the following benefits as long as you are wearing this Artifact.
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.
Your extra appendage can be used to attack in exactly the same manner as a Baton/Club and Shotgun.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your body provides you with the functionality of Electrical Generator. If used to attack, these "tools" use the same stats as a small knife.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
Your Extra Appendage is incapable of fine object manipulation.
Camilla has always possessed an uncanny connection to people. They say that the eyes are the window of the soul, and in Camilla's case, they quite literally serve as a direct gateway to her inner spirit-- an opening that allows her to more easily manifest the imagination and dreams that fill her head.
You gain the following benefits as long as you have your stark, tired brown eyes.
Your Charisma rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (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:
A stringed thread, weaved such a way that would be a symbol of not only protection, but strength and good faith. When the ward protects, it reveals to the user the possible futures of which they are affected, the past and present of whatever reason this affliction was placed upon thee.
To the outside eyes, the thread glows dimly, almost as if it were to warn the user of the thread being tangled. It grows, an a knot is formed as another string of fate has been subverted.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
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.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.