While not as resistant as his body, Rodger's mind is partially shielded from any Gifts, as the bioelectricity sending signals in his brain resists interference.
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Frank augments his shots with small pieces of his soul, guiding the bolts as they fly to their target.
You gain the following benefits as long as engaged in combat with crossbows.
You receive +2 dice to all rolls using crossbows. Reloading is considered a Free Action.
You also gain the following effects:
The spinning of blades, the culling of assailants. None will get past her.
You gain the following benefits as long as you are engaged in combat with Polearms.
+2 dice to all rolls with Polearms. You may Defend against firearm attacks from any range using Polearms.
You also gain the following effects:
This ability doesn't really have any visual cues other than Lew showing a concentrated expression which is rare for his character.
Observation Haki allows Lew to sense his surroundings, his opponents and their movements and attacks before they happen.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: Wider than he is tall.
You also gain the following effects:
Myles Harding has always been sharp, but since the change, his senses have reached an unnatural peak. Every detail, every sound, every scent—nothing escapes him. The flick of a lighter across the street, the tremor in a liar’s voice, the faintest trace of blood under polished fingernails.
It’s a gift, but it’s also a curse. There’s no shutting it off. The city is loud, the crimes are messy, and the truth is always uglier than it seems. When Myles focuses, his mind locks in like a predator hunting its prey—except sometimes, what he finds isn’t something he was ready to see.
His hunger for the truth drives him forward, but the things he sees? They linger. They haunt. The screams in the alley, the look in a victim’s eyes, the sickly scent of fear—he can’t forget them, no matter how much he drinks, how many cases he solves, or how hard he tries to drown it all out.
The wolf inside thrives on the hunt, but Myles? Myles still has to live with it.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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:
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 have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
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. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
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).
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 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: