Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 2. 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: Henk got a distinct cut on the side of his head which makes him easier recognizable.
You also gain the following effects:
Years of experience with the knife, both in the kitchen and out has lead Bu fang to a near extreme level of skills in regards to utilizing said knife.
Edit: This is a good power - would be advised to add Falling Crane strike & Finesse with points saved elsewhere.
You gain the following benefits as long as you are engaged in combat with Knives.
+2 dice to all rolls with Knives. You may Defend against firearm attacks from any range using Knives.
You also gain the following effects:
McGraw was the fastest in the West, still is... even got's the star in his eye to prove it!
... And that star's a real bullseye bulletmagnet.
You gain the following benefits as long as you have your Star in his right eye.
Your Dexterity rating is increased by 3. 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).
Possession of this Power grants the following Battle Scar: Soft Spot: Starry-Eyed.
Possession of this Power grants the following Trauma at all times: Showdown : You must roll Self Control to not honor a fight or duel, or otherwise leave a combat where your enemy ain't dead....
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:
The dagger plunges into the chest of the squirming man. His final cries degrade into bubbling coughs as blood fills his lungs. Ancient words fill the air as the chant reaches its crescendo. The remains of the man fold in on themselves, rearranging into the winged forerunners of The Ones that Came Before. The army grows.
Exert your Mind and spend one minute. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you create an uncontrollable monstrosity that seeks only to feast. You must actively and obviously use a sacrificial dagger to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Summon a single Eldritch Servant at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the tearing of reality and subsequent spawning of the eldritch creature.
You may only use this Effect once per day.
You gain the following benefits at all times.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. You only remain obscured while you are standing still; moving or taking actions will suspend the Effect for a Round.
This Gift does not affect your clothes or equipment.
Odar suddenly gets a pounding headache, and glimpses a vision of the cryptid that triggered their sense. They then have the urge to find and eliminate this cryptid before it kills again.
This Effect activates whenever a cryptid kills any living thing. It does not require an Action or Exertion. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You automatically detect the closest of any cryptids within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense their direction, but you are not aware of their exact location.]]
Even if there are no cryptids within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
All cryptids who you can sense are equally able to sense you.
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:
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
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 priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.