Three-eyed freak
You gain the following benefits at all times. You must actively and obviously be using sleazy salesman's suit to gain the benefits of this Effect.
You are permanently and visibly transformed: three eyed freak. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, your Charisma is increased by 1, and your Intellect is increased by 1.
Possession of this Power grants the following Trauma at all times: Delusions: I am a descendent of Yetis! and Homicidal: All non-Yeti people must be exterminated.
The Severity of any Injury caused by fire/heat is increased by 2.
Any mental attack successfully defended against makes the cross glimmer.
You gain the following benefits at all times. You must actively and obviously be using a pendant of a cross, hanging around the neck to gain the benefits of this Effect.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
When in the dark, Isaacs eyes see right through the black voids, seeing things for what they really are without the need for petty light. His eyes are slightly darker coloured now, the sclera now a mid-grey instead of white.
After his last contract, he took a long drive and ended up at the corpse of Macula the Fearful. Staring into his empty eyes for so long, his own eyes changed once again.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Trev's well-defined/sculpted muscles and enlarged veins cast their own shadows over the landscape. It takes a special lady to be able to handle what Trev is putting down. Impressive!!! Oh and his fists hit like wrecking balls as well.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. 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).
You also gain the following effects:
Aimé has wonderful smell, being able to differentiate between scents easily. As well as this, he has mastered echolocation.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: Trauma connected to the scent of mint, upon smelling it he will begin to panic..
Knives seem to slowly shift in my presence. When I wield a knife, I can focus on those that I've held and manipulate how they move, where they move, why they move. I am loved... and feared.
After days and nights and painful days and even longer nights of swinging my knives one after the other, I seem to understand they're place in reality... And they understand me. Everything feels numb, my eyes burn, but somehow, my knives make me feel at peace.
You gain the following benefits as long as knives are the only objects being controlled. You must actively and obviously be using a knife to gain the benefits of this Effect.
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 1 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
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.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
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.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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: