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You gain the following benefits as long as you have your brightly red eye.
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).
Possession of this Power grants the following Battle Scar: bad vision.
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:
The user permanently has their reflexes and reaction time heightened by drawing upon the power of Erebus, the god of shadows and darkness.
The user invokes the power of the dark arts, permanently shrouding themselves in a very subtle veil of shadow. This shadowy aura enhances their speed and reaction time, their movements may seem to blur or flicker. The air around them feels colder, and subtle, dark streaks trail behind their rapid movements. To onlookers, the user appears to move in a fluid, almost surreal manner, as if time itself bends around them.
You gain the following benefits at all times.
Your Dexterity rating is increased by 2. 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).
Possession of this Power grants the following Battle Scar: Unusual Presentation.
Possession of this Power grants the following Trauma at all times: Compulsive Liar.
You also gain the following effects:
Depending on where the wound is, Maggots fester and eat dead tissue, replacing it, pseudo-Regeration ( a maggot ship of Theseus )
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every three days, starting once it becomes stabilized. Battle Scars caused by your Injuries are also healed when the Injuries that caused them regenerate.
Possession of this Power grants the following Battle Scar: Bugs : ).
Growing up in the rigors of the Southern wilderness, undertaking strenuous outdoor activities in his youth, and social hardships has hardened Akira’s will and body to keep on going in spite of great pain. Cold, invisible streams of air emanating form the ranger’s body as a mechanism for his strength.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Stress from Injuries acts as a dice bonus instead of penalty.
a silver antennae has now sprouted from the back of Execute, solidifying his and Unity's connection, and essentially signal boosting ALL of his senses, including ones not normal to the human's mind. whenever it is used, the antennae starts to slightly glow with a rainbow of colors, only lacking the color of red compared to the rest of his body
You gain the following benefits as long as you have your A silver antennae on his back.
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).
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:
looks like nothing. The person with this gift looks as if they are invincible and invulnerable.
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except ammunition of any kind. (Bullets, arrows, darts, knives, shurikens. Ya know, all that jazz. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.