Breu has had a eye for construction, and whether it be a particular piece holding together a device, or a noticeably weak Kneecap, He'll know just the right way to hit it for a controlled demolition....
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
A flick of the wrist and the card is left spinning almost like a blur as it cuts
A magician can make anything seem magical, even the most mundane. don't you think cards are a perfect fit for a magician?
You gain the following benefits as long as you are engaged in combat with Cards.
+2 dice to all rolls utilizing Cards.
You also gain the following effects:
I am a skeleton i have no veins no organs no flesh no blood
You gain the following benefits at all times.
You are permanently and visibly transformed: As a Skeleton. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.
Trinity is the prophesied savior of Ronin's people. Having gained Ronin's hand in a duel, her godhood has used it as a vector to remind Trinity's mortal form of what it can truly be. A severance of that hand causes a mental dissonance great enough that her body is no longer able to fulfill that promise.
You gain the following benefits as long as you have your Ronin's hand.
Your Dexterity rating is increased by 1. 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).
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:
A body from a different world, time moves more freely there, seconds are flexible and speaking is very quick. Marshall's body is an oddity here, seemingly getting attention no matter what and having no time for fun whatsoever.
You gain the following benefits as long as you have your The pitch black scars on his body.
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).
Possession of this Power grants the following Trauma at all times: Delusions Of Invincibility and Delusions Of Grandeur.
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 experimentations on Ramsey’s body have given him great perceptive abilities. When activated, the branded Eye on the back of his head opens to reveal an actual eye.
You gain the following benefits as long as you have your Third Eye on the back of Ramsey’s head.
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).
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 ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.