Los ojos de Ciangarotti se agudizan, entrando en "la zona" lo que le permite preveer la siguiente accion de un solo individuo
You gain the following benefits at all times.
Your senses are enhanced in the following way.
REX's design is an unique blend of alien, apocalyptic, and ancient-looking technology, which, along with the beastly head and tail, give off the vibe of an odd, constructed creature more than just a plain old robot.
Altough they often complain about shoddy and maintenance costs, the chassis has seemingly whistood the wastes REX calls home for an unknown amount of time-- though that is no doubt partly due to its owner's expertise in engineering.
You get a cookie if you tell me which song that tagline references.
You gain the following benefits at all times.
You are permanently and visibly transformed: Xenometric Android. You are considered to be a Sapient, Non-Living Computer when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by Electricity is increased by 2.
As a superhero, Alan is able to express himself far better than he can normally. The raw power of his personality is enough to bend the rules of the world around him-- things instead operating as they would in a TV show or comic book. The emotional states, as well as truths/lies he can ascertain from other people appears as a set of narrating text bubbles from Alan's personal perspective.
You gain the following benefits as long as you are in your Superhero Form and you have your animated, circular eyes.
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).
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:
Zephyren finds that he has developed sharper senses, causing him to become more high-strung. It's nearly torturous. His perception of the world is almost inhuman, as if he's adopted the qualities of an animal. A bird, perhaps?
On birds:
Zephyren has an almost abnormal fixation on bird metaphors. He thinks almost exclusively in them sometimes, but of course he wouldn't say it out loud. Sources are unclear on where he got it from, but it may have started from his Chinese given name. After Googling what it meant, he had gone into a deep rabbit hole looking at bird lore. He probably hasn't ever gotten out.
On perception:
He's always been perceptive, more so than others, much to his dismay. In the past he was the first to get bad vibes from a situation and walk away. Some part of him wonders if it's just a difference in opinion, but he knows that it usually isn't just that. The gap has only gotten bigger, and it really doesn't help quell his apathy for people.
On overstimulation:
It has always been a drawback; even having someone raise their voice at him was sometimes enough to send him into a spiral. (Not that the volume of one's voice had much effect, as opposed to the tone or expression.) He would immediately go into fight-or-flight, and every little thing would anger him to no end. He hates it. He knows this is why he doesn't like interacting with people, and he knows it's on him to control, but he would also like to be cut some slack. Every night he can hear the neighbours down the hall doing the devil's dance when no one else can. It's terrible.
On indifference:
Zephyren's solution is to shut himself into his little mindscape, behind layers and layers of disassociation. This is why he may appear quite unaware despite his sharp senses. It's the only way he can escape the noises in his head, as rude as it is to completely ignore people around him. Though, if you came close enough, he'll snap out of it immediately, albeit irritatedly.
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 Trauma at all times: Phonophobia: When you hear an unexpected loud noise (such as a police siren passing by) or enter a loud environment, roll Self-Control to avoid entering a fight-or-flight response.
You also gain the following effects:
Edgar's pebbled black tongue is a prehensile organ, capable of "tearing the flesh from a fat man's face." Ghouls typically use their rough, thin tongues to pulverize brain matter & extract marrow from bones. The tongue is quite strong, & easily able to bend & compress into tight spaces. Rampant mutation has allowed it to reach 30ft.
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.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
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.
All rolls utilizing your Extra Appendage are at a -2 dice Penalty.
Your Extra Appendage is incapable of fine object manipulation.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
anyone who has hurt Apple on purpose. cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
Anyone but this Artifact's true owner must Exert their Mind to wear this Artifact or activate any of its Effects.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer 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)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. 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.