It's not that Emile can't feel the immense pain coursing through his body, or the unbearable toll which strains his mind beyond comprehension. The perfect individual simply cannot show weakness at any moment, no matter the circumstances, and that's all that matters. He may need to drown out any sensation through the flood of the endless, crashing ocean of madness within his head... but that, too, is something he's become accustomed with.
You gain the following benefits as long as you are maintaining Concentration.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
Whenever Natural Rizz is used, Pearto does a pair of puppy eyes to try and get her way.
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).
You also gain the following effects:
Jimmy has learned how to harness his blood line and to hit people hard. He takes a moment breathes and hits the victim.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
Years in the game turned Rocky into a walking fortress. Whether it’s brass knuckles or a bullet from across the street, he takes it on the chin and keeps moving. Tougher than concrete, and just as cold.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. 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.
A definite change has taken place. Mina's skin has turned a light shad of blue. Softly glowing golden markings accent her features. Mina's hair has turned a flowing white crescendo falling over her shoulders and down her back. Her eyes shine with a soft golden light that drown out anything resembling an iris.
You gain the following benefits at all times.
You are permanently and visibly transformed: Atlantian. You are considered to be a Sapient, Non-Living being when targeted. Your Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Trauma at all times: Alien Mind - All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this trauma..
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You gain the following benefits as long as you have your asdf.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: asdf.
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:
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
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:
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 mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country 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.