Hyaku is a quick learner. While it takes most years to master the way of the air bender’s blades, she could get a grasp on the basics with a couple simple combat encounters. Now she can slash and push as the wind does, with multiple heavy blades to back it up.
You gain the following benefits as long as you are engaged in combat with greatswords.
+2 dice to all rolls with greatswords. You may Defend against firearm attacks from any range using greatswords.
You also gain the following effects:
Dallas has begun to emulate the law enforcement heros of legend. One day he hopes to be among those great men who gained the respect of the world.
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 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
Jones bones has mixed with many crowds on his adventures with GA5, he knows how truely plastic we all are. As a creature of plastic himself, he knows how flexible he is, and how flexible all sapient souls are.
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:
Marnie is an Aquaman-style mermaid, with light blue-gray scales covering much of her body (although her face and hands, as well as most of her arms, are barely touched, leaving it easy to imagine that the few scales that are there are makeup or tattoos). These scales are hard and cold to the touch. She is easily able to swim and survive in the water, finding it easy to traverse, and wishes she could call it home permanently.
You gain the following benefits at all times.
You are permanently and visibly transformed: mermaid. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1.
Your body is adapted to swimming. You receive +3 dice on non-attack rolls related to swimming.
While in the water, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
Possession of this Power grants the following Battle Scar: scales on the back of her hand, making it hard to use as normal.
Possession of this Power grants the following Trauma at all times: believes marine life is superior to humans.
Eins, manipulating the world's signal, places her hand on the target. Any screen on the container flickers to a bright red, and loud static is heard for a brief time as the target suddenly unlocks.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
Possession of this Power grants the following Trauma at all times: Anti-Social.
Old woman use frog ray to turn man into frog man. Woah.
Spend an Action. Select a Living target within 45 feet. You must actively and obviously use wand to activate this Effect. Roll Intellect + Occult at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
You may affect up to 3 targets within range.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, 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).
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 time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
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.