A charismatic man speaks charismatically to others.
You gain the following benefits at all times.
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).
Possession of this Power grants the following Trauma at all times: You must roll self control or fully believe anyone who worships the eldritch.
You also gain the following effects:
Jude revels in his shuddering lungs and hacking cough. The dehydration headache, the stitch in his side when he runs, and the soreness of his legs from spending his life in cheap shoes- it's all home, it's always been there for him, and it makes him feel confident that he's doing something right. He wants to help others realise that this is the right way to feel, but is smart enough to play some waiting games on the process.
Ann Webber is his best friend and longest term project. He knows/thinks he knows that he'll convert her eventually; he can at least put it on the backburner for their friendship.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
Stress from Injuries acts as a dice bonus instead of penalty.
Possession of this Power grants the following Trauma at all times: Typhoid Mary - Jude is convinced that this ability is secretly present in every single person. He will try to get others sick whenever he thinks he can get away with it (or when the GM rules that the trauma overpowers reason). He may try to convince others into addictions. This is ingrained in his personality and the progression of his gifts..
Contracts have been significantly more dangerous than the standard missing persons case that Frank handles. If he wants to survive, he's gotta adapt. After taking a few self-defense classes and making use of his supernatural imbuement, Frank's become a surprisingly adept fighter. He knows how to spot someone's weak spots and throw a good punch to send 'em reeling.
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 +2 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:
Those who hunt the dying tend to avoid the fate themselves. Valerie has learned to do just that. Barely sleep, barely breathe, barely age. She still needs to eat and drink, for now at least. Death is patient enough, and doesn’t happen all at once. Death has something to teach us all.
You gain the following benefits at all times.
You may go five times longer than a normal human without sleep and air. You no longer age naturally, and supernatural attempts to age you fail.
Roger has been able to find a glasses prescription that not only corrects his vision but actively makes it better.
Lenses fitting his prescription are shaped in such a way to bend light right into his optic nerve. Shooting through it like fiberoptics. The nerves strike his brain in key areas to increase activity in regions responsible for interpreting his senses.
You gain the following benefits as long as you have your prescription lenses.
Your Perception rating is increased by 0. 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:
Rodger doesn't feel anything from his nerves, meaning no pain, and his muscles don't create lactic acid when moving.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Any dice penalty from Exposure or being stunned, diseased, sleepy, dizzy, sick, distracted, or similar is reduced to zero. Does not affect penalties from Effects you activated.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is considered a Free Action.
You also gain the following effects:
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: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects: