You look around, highly alert, and your nose wiggles with each sniff as you takes in the plethora of sensory information.
You gain the following benefits as long as you have no dice penalties (incompatible with Grit).
Your senses are enhanced in the following way.
The user strikes their target with inhuman strength and speed, their fists now able to easily break through bone.
Stemming from his love of anime, John Mann's first power was an obvious choice, the power to hit stuff really really hard. He tends to yell really loudly when he does so, but this is not strictly neccessary.
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 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.
Dr. George Elliot possesses the Nocturnal Perception power, This ability grants the user heightened senses, allowing them to see clearly in total darkness and hear with extraordinary precision. In the absence of light, they can navigate effortlessly, perceiving their surroundings through a combination of dark vision and acute auditory sensitivity. The user can detect subtle sounds, such as breathing, footsteps, or distant movements, and pinpoint their sources with remarkable accuracy. Whether in complete blackness or shadowed environments, Nocturnal Perception makes the user a master of stealth, tracking, and awareness, operating with precision in situations where others are blind and deaf to the world around them.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: Sensitivity to Bright Light: This extreme sensitivity makes it painful or even debilitating for him to be exposed to bright lights, especially sudden flashes of light, which can temporarily blind or disorient him. Roll Self-Control to not be stunned for 1 minute while not having his goggles on in bright lit area.
An invisible force surrounds him, unseen and unnoticed by all but a supernatural eye is a monstrous beast with a long weasel-like body. Adorned with long sharp claws and gnashing teeth it is aggressive in protecting its host and lashes out when threatened.
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The yokai Kazarisu is shaped like a long-furred body animal, similar to that of a weasel of some kind. Stretching to be around 1 foot long ending with two short legs on one end and a head on the other, its paws are long sharp claws that can easily hook into and slash at prey. The beast has a white coloration to it with a black-tipped tail, and eyes of shimmering blue, and inspects anything that comes close as it hides itself on Ricter.
Interestingly enough, no one can see it, touch, or even feel it- until someone attempts to bring harm to its host, in which it will attack with its claws or teeth, aiming to blunt the damage somewhat and retaliate. However, when his host is damaged they work to stop the bleeding in some way, using its supernaturally healing saliva to seal wounds.
You gain the following benefits at all times.
You have 6 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.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
The doctor's mind is enhanced to assist him in medical endeavours and any other obstacles that he might face.
You gain the following benefits at all times.
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).
You also gain the following effects:
Any Sediment in the area reacts to Sanho's will. With small movements Sanho is able to manipulate Sediment in his vision, his new prowess to his ability no longer limiting him to simple actions but instead allowing him to manipulate the earth as if it was his own hands.
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 4 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 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.
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 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:
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 mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
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: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects: