With a deep inhale and exhale he can feel the air around him and 'see' it, each breath blowing out of his nose and mouth like steam in the cold. The ebbs and flows of wind currents show him details of the area he is in.
------------------
The Kamatachi shares its senses with him, allowing Ricter to see as he sees (when it feels like it), which is the ability to tell things around them by how the wind flows, curves, and bends around physical structures or people. All it takes is to be calm and relax his breathing, inhaling the air around him he will then exhale which acts like a pulse that envelopes those around him like a gentle breeze and maps it out.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Darlin' slithers their way into Valentine's senses, Replacing them with alien organ carefully crafted by Darlin'.
Valentine's olfactory system is coated with shades of cartoonish pinks and blacks, The receptors inside Valentine's nose being changed into more alien tendrils traveling up to Valentine's olfactory bulb.
Valentine's ear canal has been coated with shades of cartoonish pinks and blacks, The oval membrane and ear drum changed into more sensitive alien tendrils, allowing for more nuanced hearing.
Valentine's eyes have been visibly changed, The once vibrant yellow eyes have been given dark black splotches with black rings coming from the pupil to the sclera.
Valentine's senses have been heightened to superhuman levels due to these new enhancements and giving them an edge over their future endeavors.
Valentine's training has been going well, They're getting better and better at improving their bond with Darlin' and will soon set out to accomplish their goal.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Usando sua concentração e treinamento Butcher conjura uma calda semelhante a de um macaco. Com todas as funcionalidades de um braço humano.
Exert your Mind and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. 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.
Arthur Annuler traded his tongue for power, and that power took the form of a tentacle replacing his lost tongue. The Tonguetacle is capable of extending up to 30 feet and can carry objects.
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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
Your Extra Appendage is incapable of fine object manipulation.
Vivian winds up her fist, slamming it into the bruised and battered grunt, sending them flying and impacting into the wall.
(legally distinct) BLACK FLASH!!!!
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Intellect + Brawl Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
If the target receives an Injury, they are knocked back 5 * Severity feet.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
As long as Lazarus is focused and looks presentable enough, Nobody can manipulated hearts like he can.
You gain the following benefits as long as are in decent clothes and you are not stressed.
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 toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
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). The target's Armor is fully effective against this Damage.
You also gain the following effects:
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
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 are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.
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.
The Severity of any Injury caused by fire and heat is increased by 2.