Fleet Officer Armitage moves with driven precision in all of his actions.
You gain the following benefits at all times.
Your Dexterity rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Obedience is able to temporarily puppet Grace’s movements to manipulate objects around them. As with all powers, the three eyes occupied by the girls glow their apple red while Obedience’s pale blue form grows a little stronger. They are also willful enough to land blows as if from cold hands on targets.
The girls’ forms have joined enough now that Obedience’s gestures no longer stray from Grace’s body. One hand joined at the middle finger, another melded into the Gauntlet- they are nearly locked in place, just how the girls want it to be. They are able to manipulate objects in the first place in the way most ghosts are; through a force of powerful (in this case combined) will, sending ripples through the currents of a half-existing realm which flows erratically adjacent to ours.
You gain the following benefits at all times.
You can 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 cursed orphan watches intently as their eyes seem to glint as the light reflects off their eyes, an understanding forming as they watch the fight.
You gain the following benefits as long as you have your eyes that glint imperceptibly red in the dark.
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).
Possession of this Power grants the following Trauma at all times: Flickering Death - A significant moment from your past causes you immense trauma. (Whenever you experience a sudden shift in lighting, such as an explosion, gunfire in a dark environment, or strobe, roll Self Control. On a failure, you are stunned for -Outcome in Rounds, starting at 1. 0 or -1 Botch = 1 round, -2 botch = 2, and so on).
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:
Vile afflictions cannot bother Haver, as his body is not biological.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
New shadowy patches appear over the widow's stomach and chest, the tendrils slowly moving and switching positions, like a living blackout tattoo. The shadows coalesce and harden as soon as her skin is pressed with any abnormal strength.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
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.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
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: