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You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
Possession of this Power grants the following Trauma at all times: kk.
ε-5 is matt white humanoid without distinctive features
Silicate alloys and fibres are milky in colour. The colour EPSILON shares.
You gain the following benefits at all times.
You are permanently and visibly transformed: Silicate body. You are considered to be a Sapient, Non-Living being when targeted..
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Upon activation of the Shadow Form, a profound transformation takes place. The individual's physical appearance undergoes a dark metamorphosis, as if being submerged in an otherworldly abyss. Their silhouette becomes ethereal, shrouded in an inky, black mist that seems to pulsate with an inner energy. This transformative state lasts for a duration of 30 minutes. The individual's physical strength is visibly enhanced, with a subtle but noticeable increase in muscular definition. Large, black scars radiate smoky tendrils on their back, a visual testament to the power's influence. These scars serve as a permanent mark, even in their normal state. The individual's attire transforms into something reminiscent of gothic, Bloodborne-inspired clothing. Two imposing, large black smoky great swords protrude from their body, emerging from the scars. The scars replace traditional scabbards, adding an ominous and formidable aspect to their appearance.
In the hidden tapestry of mystical destinies, Oswald stands as a guardian against the shadows that lurk within the folds of deceit. His Gift, an enigmatic power woven into the very fabric of his being, is a manifestation of his unwavering commitment to the pursuit of justice. A dance with the arcane has bestowed upon him the transformative ability known as "Parach".
Oswald's Gift draws its power from the presence of darkness. When he activates the Shadow Form, he connects with the primal energies nestled within the shadows. The enveloping black mist becomes a channel for a unique force – the latent power of justice. This force goes beyond ordinary limits, stepping into a realm that defies the usual rules of reality.
Exert your Mind and spend an Action.
You transform into Shadow Form for 3 minutes. You have access to all of your Powers while you are Shadow Form, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
While transformed, instead of your normal clothes and equipment, you are equipped with: Two Large black smoky great swords poke out of his body, instead of scabbards, they are coming out of his scars.
Rather than aiming for brute force, each strike is executed with a controlled finesse that speaks to a deep understanding of the human anatomy. The blade seems to caress the air as it arcs through a mesmerizing series of loops, spins, and thrusts. With each movement, Machida's eyes remain fixed on his opponent's form, as if reading the very essence of their being.
"Itamae style: Usugiri" draws inspiration from the precision and finesse displayed in the traditional Usugiri cutting technique employed by Itamae. Just as the Itamae utilize their delicate knife skills to create thin, precise cuts in delicate ingredients, Machida applies a similar philosophy to his swordplay, but in a combat context.
The connection becomes evident in the way both techniques emphasize control, accuracy, and respect for the subject. In Usugiri, the goal is to cut ingredients so finely that their natural flavors are preserved, demonstrating the chef's skill in enhancing the essence of the food. Similarly, Machida's approach is not to inflict severe harm but to precisely incapacitate his opponent while minimizing undue suffering.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
Having further advanced their knowledge of the technology, Dr Lazcowicz and Eliza have reconstructed the Mind/machine interface as an internal structure within the vertebrae themselves and extending through internal nerve fibers, eliminating both the dermal patch controller and the visible trace glow when the power is in use.
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:
Being mechanical in nature, V1VUS does not require organic necessities, such as food or water, or the need to produce waste. Their newly installed fusion core grants it nearly endless energy to power itself.
"Ageless" from Inhuman Physiology cancels out the "Mayfly" drawback.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
By focusing, the Thief may shroud their hands in shadowy tendrils that seek nearby objects like static-charged hairs. They cast themselves across any surface the Thief touches, acting as anchors that allow the Thief to scale even the sheerest walls.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.