Dr, Rockman has big strong muscles, but isn't so good at talking
You gain the following benefits at all times. You must actively and obviously be using A big stick to gain the benefits of this Effect.
You are permanently and visibly transformed: Neanderthal. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Battle Scar: Disfigured.
It looks like their sniffing.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Each stars along Luminous body symbolizes a point of body, along with each star being a point of life for each body part. Each star slowly makes luminous seem ever more so charming...
You gain the following benefits at all times.
You are permanently and visibly transformed: Stars engraved along body. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1.
While in Outer Space, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
The Severity of any Injury caused by Light and Darkness attacks is increased by 2.
Johnny Rooks is able to replicate himself indefinitely, this also applies when he's dying. An injury that would kill a normal caracara will kill a Johnny, but Johnny has already become more Johnnys to compensate for the loss.
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.
While Incapacitated, your only weakness is destroying Hecate's bird band, 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 only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. 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.
After you recover from near death, you may roll Body at Difficulty 7. Success will stabilize any remaining Injuries.
ASDF
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).
Possession of this Power grants the following Battle Scar: ASDF.
Possession of this Power grants the following Trauma at all times: ASDF.
You also gain the following effects:
A bullet streaks through the air unseen -- the laughing scarab's wild flapping of its wings cause a hollow laugh to reverberate against your throat.
The bullet tumbles fruitlessly through the appearance of a perfect six inch cube of dark red sand floating between you and the would-be assailant.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming damage from all sources of physical attack except AOE. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
Possession of this Power grants the following Trauma at all times: Sēth demands truth.
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 detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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 ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
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: