Yama spins a large number of blades on one of their hands, spinning... spinning... spinning.. until with a whip of the wind, it connects, whether with a person, a projectile, or anything similar. A thin line of darkness finds itself on the end of the blade, and soon the blade returns to their hand.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
Possession of this Power grants the following Battle Scar: wheezing, shoulder subluxation (left), and tinnitus.
Possession of this Power grants the following Trauma at all times: Antisocial Personality Disorder (ASPD) You inherently lack capacity for empathy and regard for others. Whenever you attempt to act with kindness, compassion, or empathy, or take any action that involves caring for others, you must make a Self-Control roll: If you fail the roll, you will disregard or dismiss the needs, feelings, or well-being of others in your actions. Your approach will be purely self-serving and indifferent to the impact on those around you., Psychopathy When faced with an opportunity or vulnerability where you could exploit, manipulate, or harm someone else for personal gain, or to save yourself major inconvenience, you must succeed in a Self-Control roll to avoid acting on these tendencies--when you act on them, you must callously and aggressively pursue the course of action / opportunism., and nightmares of... The Void..
You also gain the following effects:
SCP-035 appears to be a white porcelain comedy mask, although, at times, it will change to tragedy. In these events, all existing visual records, such as photographs, video footage, even illustrations, of SCP-035 automatically change to reflect its new appearance.
You gain the following benefits as long as While the body is stable and SCP-035 is consistently in control.
You are permanently and visibly transformed: A humanoid with a white Greek tragedy/comedy mask attatched firmly to the face. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1 and your Intellect 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)
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
You no longer age naturally, and supernatural attempts to age you fail.
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.
Possession of this Power grants the following Trauma at all times: Must make a Trauma roll at the start of each day or gain a random trauma due to excruciating attempts at decaying your mind by the mask.
Seer's can use Spirit Vision to see non-physical things, such as ghosts and specters. They could see the different parts of a Soul, deduce a person's health and emotions through it, and determine if something has a magical aura.
They can “see” obstructed objects and “hear” faint footsteps, allowing them to take preemptive judgment. However, their visual, auditory, and tactile senses do not have any enhancements.
Electro-reception doesnt actually work as electro-reception. It lets you detect a beings aura/electrical signal, (cause you can only take 1 "other" enhancement.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
Slight wind swirls around Vivian... Allowing her to float and flutter, as well as enabling her to glide about without much issue.
You gain the following benefits at all times.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
Angus' body now regulates its position based on inertia like a plane. If his heart is pumping fast enough He can run up walls and slip through crowds as his speed keeps him in perfect balance. It is frankly disorientating the first few times he did it in his apartment but he has grown used to it.
You gain the following benefits as long as I am moving faster than I normally could ( > Base movement + Dash minimum.).
You may move easily and without a roll in any of the following situations.
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.
You can 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 4 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:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting 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:
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
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.
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.
Your Extra Appendage is incapable of fine object manipulation.
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 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).
You also gain the following effects:
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.