The limbs dismember and crack, extending outwards with a bloody mess. He has the curse of the Wendigo after all.
You gain the following benefits at all times.
You are permanently and visibly transformed: the Soul of a Wendigo. You are considered to be a Sapient, Living being when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
While in Taigas (Cold Forests), 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.
Your appendages can reach an additional 30 feet.
Possession of this Power grants the following Battle Scar: Disfigured.
The Severity of any Injury caused by Silver is increased by 2.
The air around him is always moving, never stale or calm, which only picks up into a whirlwind when he starts moving quickly or acting. Helping to push and carry his momentum into everything he does.
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Every day he becomes closer to the yokai spirit of the Kamaitachi, a creature of the wind that summons dust devils and whirlwinds passively. Even now he is beginning to summon these anomalies passively without realizing it. As such he becomes more in tune with the wind, feels its flow, moves quicker using it, and reacts much faster than any normal person is capable of.
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).
You also gain the following effects:
The energy of Catalytic's punches makes them a league above those of a regular person.
You gain the following benefits as long as you are powered-up and 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:
Lod shrugs off injury and mental anguish alike, however the wounds and mental strain still builds up. An almost psychogenic fugue prevents him from noticing.
After Lod's newest excursion to Russia, he has learned what pain truly means.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
Possession of this Power grants the following Trauma at all times: Delusion: Unbreakable (When this character receives an injury or someone else attempts to treat or point out an existing one, the character must succeed on a self-control roll to become aware of it. This character may not take actions to stabilize or heal any injury they are unaware of and will resist treatment of such injuries from others).
Izzy can scale any wall, any surface, as if it was a casual afternoon stroll. Before they begin to climb, there is a brief illusion of twin tails moving in unison behind them.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The eyes of a hawk, sharp and slim: a figure picturesque of nobel huntsmen of old, claw-marks ordaining the obivous:
The Huntlord of the Hannese has returned!
There is a concept buried deep in Chinese Han aristocratic culture of a "Huntlord": a rough translation of what was essentially a demonized mythology of the Mongol Man.
We see Huntlords in typical media in Mulan: in the form of the Khan, we also see them in Kraven from DC, and Draven from League. The Huntlord is a scary sadist of a man, hairy and brutal, showy and unhumble: everything the Han despised and demonized into legend.
You gain the following benefits as long as you gain "The Hunger: Qi (You must consume the souls of living beings, through consuming them.)".
You are permanently and visibly transformed: Sharp features, claw-marked scars, quick-growing mane.. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 2, your Perception is increased by 2, and your Charisma is increased by 1.
Possession of this Power grants the following Battle Scar: Lycanthrophy.
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
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.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
You never know whether or not the musician's death is merely part of the performance.
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. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. 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.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
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.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.