Through experience he learn to use his guns with proficiency
You gain the following benefits as long as engaged in combat with Rifles.
+2 dice to all Rifles rolls.
You also gain the following effects:
The skeleton’s bones take on a denser, almost fossilized appearance, with darkened veins of an unknown mineral running through them. When resisting an effect, a faint shimmer—like spectral marrow reinforcing the structure—briefly pulses through the bones.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
Julianne focuses, thinking for a moment
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).
Possession of this Power grants the following Trauma at all times: Nightmares and Chronic Smoker.
You also gain the following effects:
Any spectators will be shocked to see as a horse just walks along the water, minding its own business, people should really keep to themselves
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Girthery very quickly stabs himself with the syringe, activating his latent ULTIMATE MUSCLE GOD ABILITIES!
You gain the following benefits as long as the user is working out.
You are permanently and visibly transformed: Ultimate Muscle God. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
Your body is adapted to Weight Lifting. You receive +3 dice on non-attack rolls related to Weight Lifting.
Nothing looks out of the normal, It looks like he aims with great precision as well as reloading and pulling his Firearms out with great haste.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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.