Alexei Petrovich has got to be the most muscled person you've ever seen. Tire sized arms, calved that could be melons, and a chest made of steel. He really is one of the strongest men alive.
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).
You also gain the following effects:
The training of a master
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:
Rico has gained an increase capacity to his form shifting capabilities, making it easy for him perform quick modifications to his form, such as compressing or extending his body. This has the side effect of a more permanent physical change though, as the frequent incorporation of various materials such as carbon and other minerals has caused himself to become far more dense and his flesh and bones seem to have turned darker, giving a more metallic appearance.
You gain the following benefits at all times.
You are permanently and visibly transformed: Shapechanger possessing darker and more metallic seeming bones and flesh due to material incorporated into them. You are considered to be a Sapient, Living being when targeted..
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
The Severity of any Injury caused by electricity is increased by 2.
When Magic missile is cast, the Gibus on the magicians head glows a bright blue. Then missiles of mana are shot from the magicians hand.
Intellect + "Magic Tricks" @ 5 for Tooth N Claw
You gain the following benefits at all times. You must actively and obviously be using Magicians Hat to gain the benefits of this Effect.
You are permanently and visibly transformed: Very long grey beard, hazy eyes. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
You may make a +2 Weapon Damage Magic Missile(Assault Rifle) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Forgetful - You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etcโฆ) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck..
The Severity of any Injury caused by Anti-Magic is increased by 2.
The rebellion in your heart has awakened a new persona.
You gain the following benefits at all times.
You are permanently and visibly transformed: Awakened Persona. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
The Severity of any Injury caused by Ice is increased by 2.
Sluggish swings at an individual, with unpredictable and unsteady movements before connecting.
You gain the following benefits as long as piss drunk and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
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.
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.
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.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
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.