Amarjeet prefers the telescoping baton or the striking spur on her cybernetic leg for those times when close combat is necessary.
You gain the following benefits as long as you are engaged in combat with Eskrima Weapons.
+2 dice to all rolls with Eskrima Weapons. You may Defend against firearm attacks from any range using Eskrima Weapons.
You also gain the following effects:
The same careful precision and dexterity that goes into making her signs have only been exacerbated by the rapid change her body is undergoing. Be it with snakelike strikes or the swipes from her razor sharp claws, it’s a very expressive style of self defense.
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).
Possession of this Power grants the following Trauma at all times: Genetic Memory: At the GM’s discretion, you may roll self control. On a fail or botch, you switch into the mind of one of the subjects you have absorbed..
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:
Tommy leaps out of the way of danger in a set of smooth practiced motions, almost like he's done this once or twice before - his light frame dances circles around his adversariey, his athletic but by no means huge limbs lashing out like enraged vipers, aiming for particularly, soft and brittle targets alike.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +0 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
Ugg very muscular. Ugg seem no care about cold. Very cool. Hah. Get it? Ugg make joke!
You gain the following benefits at all times.
You are permanently and visibly transformed: a muscular, hairy humanoid with thick, caveman-like facial features. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 2 and your Charisma is increased by 1.
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)
Possession of this Power grants the following Battle Scar: Archaic Appearance - You are easily recognizable due to some unique feature about you, potentially alienating you from certain groups.
Possession of this Power grants the following Trauma at all times: Sapien Speech - You must roll Self Control whenever you talk or engage with someone meaningfully in conversation; on a failure, you slur your words into incomprehensible prehistoric human garble..
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Mary's time as a slave, and now among things far more dangerous, has sharpened her empathy for peoples emotions far beyond that of a normal human.
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:
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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).
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.
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:
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 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 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: