More power
You gain the following benefits at all times.
Your Intellect rating is increased by 3. 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).
As the user expands their Ki capabilities, they begin to understand that true mastery of the body entails mastery of the mind. This budding understanding helps suffuse their mind with the same Ki that protects their body, helping to protect their mind.
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make.
Sheriff Perkins can, with great focus and mental strain, channel his will and energy to cause objects to move about. The effort of this causes his eyes to take on a faint blue glow.
You gain the following benefits at all times.
You can 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 and a Mental Agility of 2 in place of your Dexterity.
Telekinetic actions have the following restrictions and behaviors:
It is a small bump in my neck, and I have an extra hole in my ears, hardly noticeable without good perception
As a passive ability, any words I say become true, but any songs I sing or hear are more potent, and effect anyone 10 feet away, or if it is directed at you, within earshot. This also effects anything I perform, which will harm opponents in different ways, depending on the sound played.
You gain the following benefits at all times.
You are permanently and visibly transformed: A slight bump in my neck, and an extra ear hole, which alters my vocals and hearing. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Charisma is increased by 1.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Vladimir’s skin briefly flushes red as a faint vodka scent fills the air, and he smirks, unfazed by poison or sickness, often mocking it with a drink in hand.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
Possession of this Power grants the following Battle Scar: concussive neuropathy.
Possession of this Power grants the following Trauma at all times: Alcoholic.
Pierre combines the acrobatic arts of capoeira and lucha libre in an ever-moving, unpredictable style of high-flying, head ringing, foot-loosing martial prowess.
Planned Future Enhancements:
Shredder; Disarm; Additional Damage (Seasoned, to +7, x2 Improvements); Fight Circle
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
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:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects: