Azik appears to be reading his book or have it at his side at all times. When reading it (self-aware) it appears he is reading about himself, as he looks over the entire book. When utilizing it for combat, he appears to be chanting out of the book.
You gain the following benefits as long as you have your Akashic Record.
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).
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:
Expertise in several forms of unarmed combat, such as: Muay Thai, Taekwondo, Tai Chi, Kickboxing, Karate, Kung Fu, Aikido, Judo, Kendo, Krav Maga, Wing Chun, Jeet Kun Do, Hapkido, Capoeira, Brazilian Jiu-Jitsu, and Jiu-Jitsu.
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 +0 Weapon Damage (instead of -1).
Possession of this Power grants the following Trauma at all times: Fullstop Fury: "In the thick of things; you sometimes can't hold back" (Make a Self Control Roll whenever you "backoff", "backdown", or show restraint. If you fail; you "go for the kill").
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:
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.
She has always demanded the world's protection in a solidified and true manner... this allows her to do so.
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.
Jack learned to push through most things that would otherwise slow him down and continues to push to accomplish his goal.
You gain the following benefits at all times.
Your Body Penalty is reduced to 0. Does not reduce Mind Penalty.
Eyes that peer past the veil of night, A sense of smell to sniff out the fearful and meek.
All things the Huntlords of lore possessed.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Battle Scar: Sensitive Smell : Your Smell can easily be "overloaded" by chemicals and strong scents. (All rolls made to resist "strong" smells are at +2 difficulty, additionally, the presence of particularly powerful odors may induce Penalty apon you, up to 3 Dice.).
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
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.
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 mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
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.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.