Vehicular martial arts. Practiced swings at high speeds at precise moments to inflict maximum damage without loosing your grip on the weapon.
You gain the following benefits as long as a vehicle is being used and you are engaged in combat with Swords.
+2 dice to all rolls with Swords. You may Defend against firearm attacks from any range using Swords.
You also gain the following effects:
You've grown almost a foot, and hunched ove
Beneath the bandages, thickened hands with once blackened & cracked nails now show violent obsidian sheen. Sharper than sharp. Teeth, much the same.
Never shall you take from creation's beauty more than you give;
you will walk her fertile lands with famine your faithful companion.
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 +2 Weapon Damage (instead of -1). The target's Armor is reduced to 1/2, rounded up against this Damage.
Possession of this Power grants the following Trauma at all times: Baby mimic, Baby eater - roll self control to not eat the baby.
John rubs his head super duper hard until it shines, making him super strong
You gain the following benefits as long as you have your Bald head.
Your Brawn rating is increased by 3. 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 Trauma at all times: KILL EM ALL: You do not do holding back, you do not let live to those. Roll Self-Control to spare or otherwise let live to those who disrespect you in a major way and When you encounter a non-clone, roll self control when.
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:
Vel has a tattoo on their neck. It can move and shift, like their other tattoos. Enchanted into their body with the same power.
This one is a paw print.
Vel's flesh knits itself together, recovering quicker. The tattoo moves, spreading small tattoos of fur over the area that is recovering, until it is healed.
This gift is like Vel's other gifts, the using of some symbol, or story to shape power which they imbue.
In this case, Vel is using the idea of Emily Miller, a very strong contractor who can regenerate.
You gain the following benefits at all times.
Any Injury you receive 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.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
The Monster feels no pain.
You gain the following benefits as long as you are transformed.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
Stress from Injuries acts as a dice bonus instead of penalty.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Mimikao has the appearance of an anthropomorphic black cat, but this is just a guise, as they are actually an amorphous mass of shadows, though one could say there is little difference.
You gain the following benefits at all times.
You are permanently and visibly transformed: Mimic Cat. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Intellect is increased by 1.
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.
Your body provides you with the functionality of Perfect Dark Vision-Night Vision Gogles. If used to attack, these "tools" use the same stats as a small knife.
Possession of this Power grants the following Battle Scar: Tail maw- at the tip of the tail is a mouth, it can be used to speak, but not eat, drink, or bite.
Possession of this Power grants the following Trauma at all times: roll self control to leave dark areas-can exert to leave anyways, roll self control to leave dark areas-can exert to leave anyways, if caught in a situation with no place of darkness to hide in sight, please roll self control to not attempt to find a place right away..
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
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.
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.
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.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects: