When he isn’t oppressed by the sun and can access his full senses he can now see in the dark and now hear now. He isn’t sure of why these changes are slowly happening to him though he is sure he will keep his morals even as his body changes.
You gain the following benefits as long as must have drank blood in the last 10 hours and Must not be in direct sunlight.
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. If one of these senses does become suppressed, you may Exert your Mind to end the effect.
The fist of their legacy that his brother rejected, fool that he is.
Wolfgang has embraced the darkness of their heritage, and rather than flee to the martial arts of the normal world he has studied it, embraced it, and under the tutelage of his master he ascended beyond any holder of the art, and in doing so. Killed his master and the entire dojo that he had learned the art in, ensuring that no other would ever rise from its ranks to challenge him again.
Afterward he was approached by a strange man wreathed in shadow, who offered him a simple deal. Accept the darkness within himself and nurture it even further, this, he did readily. The darkness coursed through his veins and in doing so his skin was darkened and his eyes turned blood red in recognition of his demonic power, but. The man told him there could be more. All he had to do was prove that he was indeed superior to his brothers way of thinking, though with Fonzie T. Buck dead a new challenger had to be arranged.
Lucas Steel, master of the fist of the gentle wave. Defeat him, and he would have truly risen to become the greatest martial artist.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Combat Gloves to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
Possession of this Power grants the following Trauma at all times: Never refuse a challenge: Roll mind at difficulty 8 to decline any direct invitation to fight..
You also gain the following effects:
From putting his workers on the line and to his commandeering attitude he is still a charming fellow in some manner, demanding his name to be called, he is to be called the devil in a manner as the way of how sly he may be but how ruthless he is to his employees, all marked down by the tattoo on his back to represent it all.
You gain the following benefits as long as you have your An Oni tattoo on the back.
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:
During a short ritual Ferb is able to bring back those that are lost. She is uses herbs and spices such as Lavender over the body.
Exert your Mind and spend an Action to activate. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must use up Herbs and spices in order to activate this Effect.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for the next day or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see dead rising.
Flesh begins to almost knit itself back together in a fashion that makes it hard to believe it was ever there if not for lingering bits of phantom pain still in the patient's mind.
A power of unknown origins even to it's possessor, perhaps simply developed out of empathy for those suffering.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Firearms at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Possession of this Power grants the following Battle Scar: Limp/ nerve damage in right leg.
When speaking, the user speaks so fluently and charismatically that it is hard to not listen and be enthralled by their voice.
You gain the following benefits as long as you have your Blue pen in my shirt pocket.
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:
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 magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Take a Severity-1 Injury and spend an Action. You must use up a corpse in order to activate this Effect.
Summon a single zombie at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.