You can feel your natural form's ears, even if they are invisible to others. Observers may note you are more tense and focused.
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.
The user becomes a cold caricature of a person, emotions are birthed and killed based on their usefulness at any given moment as their inner apathy is masked by an outburst of emotion, emotions that are meant to confuse people and lull them into a sense of security. People talking to the user see the look and behavior of someone who looks like they have genuine affection and empathy, as if the person in front of them is trying their best to make them feel like the most important individual in the world.
Allena is, often times, a crass and spiteful individual. The biggest exception being when she's trying to get something out of someone at which point she becomes soft and kind, she knows too well how to appeal to people. She just often doesn't care enough to do so, to her the truth of the matter is is that she doesn't feel the same things people do, the joy, the love, the hate. To her it's a cold breeze passing by, this... apathy is also the cause of her shadow's manifestation, it is the emptiness in her heart given form. And now, Allena has filled that hole with fake feelings. Feelings that don't mean anything to her, yet she still uses them.
You gain the following benefits at all times.
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).
N/A
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:
Innocent blood spilt, not by your hands, but in them. She was not dangerous, but these contracting murderers did her away anyways, and when you tried to fight this violation, you were punished. So now you shall punish them. Penny left behind a gift, her arm. Now, Frankensteined and in a new world, she seeks to go on these death quests to protect the innocents that may get caught in the crossfire.
The arm is healthy looking, though due to your ethnic differences and amount of outdoor activities, the arm is considerably tanner than your own sickly pale skin, so it is much preferable to wear gloves and long sleeves.
When used as a weapon, the arm sprouts long, thin strands of blood that are harder than steel.
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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Stretch marks are strewn across the body, especially around joints and pivot points. Pain radiates throughout as the brain screams it's at its breaking point.
I don't think I should be doing any more intense stretches and balance training than this...
You gain the following benefits at all times.
Your Dexterity rating is increased by 0. 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).
Possession of this Power grants the following Battle Scar: Permanently pained and stretched muscles across the arms, legs, and and chest.
You also gain the following effects:
While transformed into his chaotic, monstrous form, River's limbs and body shape naturally adapt to the terrain he's in, allowing him to move like a fish through water or climb up impossible surfaces like a gecko.
You gain the following benefits as long as you are in your alternate form.
You may move easily and without a roll in any of the following situations.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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 2 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:
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:
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.