Visible gills on his neck / chest that seem to flare outwards whenever he inhales quite too deepl- WATERBLAST! AHHHH
You gain the following benefits at all times.
You are permanently and visibly transformed: Gills on neck / chest.. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 2, your Dexterity is increased by 2, and your Charisma is increased by 2.
While in the ocean, 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 may make a +2 Weapon Damage high-pressure water-machinegun spit (Assault Rifle; Dex + Athletics) attack without additional equipment.
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.
Possession of this Power grants the following Battle Scar: (Disfiguring) Hydrotrothe (he can't spell it): You need water & moisture, alot, like alot of it alot of the time. ((Any time you are talking or otherwise spotlighting a scene; you must drink atleast a pint of water. You are at +3 Difficulty to resist any water-deprivation or Exposure against water deprivation.. If you ever fail an Exposure roll against water-deprivation, you take a Severity 1 Injury or similar.), Concussive Neuropathy: Intellect rolls take twice as long (minimum of two Actions) and you receive a -2 dice penalty to all Initiative rolls., Always Wet: You are always wet, like perpetually wet, any rolls made to detect you or otherwise find you are made at -2 Difficulty as a water-trail / the smell of your sweat is pungent & obivous., and (Disfigured) Dive Ears (You suffer a -2 dice penalty to any roll which benefits from hearing. You cannot distinguish the words of others in loud situations.).
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur, Seasavior: You must roll Self Control to ever harm, through inaction or action, sea or marine life (even though you regularly consume them)., and Delusions of Invincibility: You wholly believe yourself to be invincible, roll Self Control to ever back out of a life-threatening risk.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Grace leverages her honed strength and heightened awareness to fight with her natural weapons, her movements mirroring that of a shark hunting in the water. Her grapples are particularly lethal, able to pull and tear people apart like a strong riptide.
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 +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 Vampyre's natural affinity for the shadows allows him to effortlessly stalk through the darkness. He is incredibly difficult to see or hear, until he leaps out from the shadows, knife drawn and teeth bared.
You gain the following benefits as long as you are in shadows or darkness.
You and any clothes or equipment you are wearing are partially obscured from sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 hour.
calories. they make bro shoot fast and switch fast. calories.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
The user becomes a cold caricature of a person, emotions are birthed and killed based on their usefulness at any given moment as their inner apathy is masked by an outburst of emotion, emotions that are meant to confuse people and lull them into a sense of security. People talking to the user see the look and behavior of someone who looks like they have genuine affection and empathy, as if the person in front of them is trying their best to make them feel like the most important individual in the world.
Allena is, often times, a crass and spiteful individual. The biggest exception being when she's trying to get something out of someone at which point she becomes soft and kind, she knows too well how to appeal to people. She just often doesn't care enough to do so, to her the truth of the matter is is that she doesn't feel the same things people do, the joy, the love, the hate. To her it's a cold breeze passing by, this... apathy is also the cause of her shadow's manifestation, it is the emptiness in her heart given form. And now, Allena has filled that hole with fake feelings. Feelings that don't mean anything to her, yet she still uses them.
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).
A body left in a state of staleness. His psychic ability holds his heart, keeps it pumping as it creates an illusion of his body state.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. Your body leaves behind a token. You remain incapacitated until the following ritual is performed with the token: Leaves behind a body full of cotton. Person must succeed a investigation roll..
While Incapacitated, your only weakness is Give a lobotomy to Charles, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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:
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 are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.
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.
The Severity of any Injury caused by fire and heat is increased by 2.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. 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).
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.