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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). The target's Armor is fully effective against this damage.
You also gain the following effects:
A chef has a good eye on what may fit a customer's taste. Learning how to talk to them, interact with them, give a show and a performance with his cooking. Charming and interesting, a aura that feels inviting and relaxing.
Bu fang life as a chef has grown and developed the way he talks with others and keep them talking. He gives off an aura that is friendly and is charming, a aura that makes anyone that meets him want to see him cook.
-Edits: Removed Honest Eyes - while that is an incredible power, it requires effective communication to use well.
-Added Samson: Bu Fang's Knife. Reasoning is simple - if you have Signature Item, it's not like you can lose it forever, can you?
-Added Come Again: A much needed cure for foot in mouth disease. Having this ability means you always present well, no matter what.
-Added Like a Book: Knowing what people respect/disrespect is incredibly powerful & on point for a Chef, & gives you unassailable info without an exert
Overall, an underutilized power, that could use more investment
You gain the following benefits as long as you have your Bu Fang's Knife.
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).
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:
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
If not already, the sidearm becomes a solid black, blending into the silence as it's parts silently slide in fluid motion
You gain the following benefits as long as engaged in combat with Side arm.
Your attacks with Side arm deal +3 Bonus Damage. Armor is fully effective against this damage.
Possession of this Power grants the following Battle Scar: Your hands are charred black, and stained red as if soaked in blood.
You also gain the following effects:
The arm of this one has been completely replaced with wood, twisted and knotted, weaving together like muscles, covered in patches moss and white mushrooms.
The arm's circulatory system has been replaced with roots that extend into the blood vessels in the left shoulder and take the needed nutrients from the bloodstream. A side effect of this is the darkening of the blood in the rest of the body as tannins are added into it resulting in a dark reddish brown color. The nervous system has been replaced with a mycelium which fuses with the nervous system in the shoulder and allows the arm to be controlled as normal. The flesh and skin are no more having completely turned to wood and the bone has been replaced with oaken heartwood and covered in patches of green moss and white mushrooms.
You gain the following benefits at all times.
You are permanently and visibly transformed: Wooden Left Arm. You are considered to be a Sapient, Living being when targeted..
You may make a +2 Weapon Damage Unarmed attack without additional equipment.
Billy's flesh hardens to the point of resisting gunfire, a carryover from his days in the Old West.
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.
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 Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
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.
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: