The Dragon Slayer has trained extensively in the art of swordsmanship, preparing themself to one day bring down the entire species. Their dedication has resulted in the ability to cut through armour like butter, and lop the heads off lesser men.
You gain the following benefits as long as you are engaged in combat with Sword.
Your attacks with Sword deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
Dr. Stanley is a very smart man and he will make sure you know it.
You gain the following benefits as long as you have your Rite in the Rain.
Your Intellect rating is increased by. 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).
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:
Using a quick flourish to confound his opponent, Eric strikes quickly incapacitating his opponent.
This stems from his hours of practice with armed combat. It seems to be an almost unnatural gift. Touching a weapon he tunes in and is dialed into whatever combat he experiences.
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:
Both character and meta experience have honed Daisuke's instincts to the edge. With the line between his alter and himself constantly blurring life feels like a show, the potential for a dramatic villain entrance, or a high budget explosion. Anxiety fuels him and keeps him going with a degree of pseudo precognition, consequently however every incident feels like a failure on his part, failure at preventing it and/or not predicting it.
As an older/edgier variant, a common theme in Kamen Rider is the tragedy of their situation and how they often fail at protecting their friends and families. They're shouldered with a burden that eats away at them and makes them question themselves, their power and their cause.
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:
Angus preforms a ritual touching the water. The water freezes over as heavy fog pours from it and a specter of Ice forms. Each specter is different as they lay claim to an area. Angus attempts to communicate with them to pry anything the spirit knows.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must use up a sinks worth of water in order to activate this Effect. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn the following information about the area:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see frozen spirits rise from the water to commune with Angus in unnatural ways.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You cannot investigate the same area more than once per day.
The vampire within strengthens Leopold’s body and mind, allowing him to endure even the most excruciating pain without breaking. Wounds that would incapacitate others only fuel his determination, enabling him to fight, flee, or survive through sheer resilience.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
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 aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.