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.
Due to your origin, you are a proficient fighter.
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 +4 Weapon Damage (instead of -1). The target's Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
Guido has a particular sensitivity to creatures that are not part of the local time stream. This includes Time Travelers, Extra-dimensional beings, or in some cases creatures that have Powers to warp/alter Space/Time.
While always capable of picking up these emanations, Guido can delve deeper into the time stream to pinpoint them. Doing so causes a psychic disturbance in the area, & is traumatic to the psyche of the little dinosaur.
Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.
You automatically detect all Temporal Anomalies within 50 feet of you for the next minute. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby and their direction, but you are not aware of their exact locations.
Even while this Effect is not active, if any Temporal Anomalies come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
Jun is squishy, slippery and posseses large hands and feet. He is adept at swimming and resisting extreme cold temperatures, he is slightly toxic, his tongue is very long, and his eyes very large. All features resembling a common frog.
You gain the following benefits at all times.
You are permanently and visibly transformed: Frog-like humanoid. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to swimming. You receive +3 dice on non-attack rolls related to swimming.
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)
While in forest, 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.
You can squeeze through any cracks and passageways a cat would be able to.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The Severity of any Injury caused by Harsh chemicals is increased by 2.
His charm, His personality, and his quirks now supernaturally improved on a whole another level. Freedom as he perceives it and even acquires a tattoo of a line from the US Constitution. "We hold these Truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the Pursuit of Happiness"
With this in mind, he pushes forward, using his charm and intelligence to get what he wants, pulling swindles and all. When using this better part of him as for when truly speaking he speaks in a sly, wistful, and comedic tone that is fast as to confuse the person into agreeing with him.
You gain the following benefits as long as you have your tattoo of a literal quote from the consitution.
Your Charisma rating is increased by 0. 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:
Such a handsome hound as wally is welcome everywhere he goes. Being a conman has never been easier.
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).
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 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 Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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 aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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.