My skin becomes hardened and made of tree bark, I look like myself but encapsulated in tree bark.
You gain the following benefits at all times.
You are permanently and visibly transformed: Barky Skin and Muscle Tear. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Bark Blade (Sword) attack without additional equipment.
The Severity of any Injury caused by Fire and Heat is increased by 2.
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You gain the following benefits as long as you are engaged in combat with blades.
+2 dice to all rolls with blades. You may Defend against firearm attacks from any range using blades.
Possession of this Power grants the following Battle Scar: soft stomach: stabbed in tummy now it hurty :(.
You also gain the following effects:
Ghostly hands emerge from the back of a harness from the metal brace up the spine, wielding a visual copy of the handguns wielded or worn by the user, a revolver if the user is wearing none.
You gain the following benefits as long as you are wearing this Artifact.
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 extra appendage can be used to attack in exactly the same manner as a Handgun.
You may turn this Effect on and off at will during its duration.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
All rolls utilizing your Extra Appendage are at a -2 dice Penalty.
Kyle is a master hunter and has honed his bow skills to an unparalleled level.
You gain the following benefits as long as engaged in combat with Bows.
Your attacks with Bows have their base Difficulty set to 6, are no longer limited by your Brawn, and deal +1 Bonus Damage. Armor is fully effective against this damage. Reloading is considered a Free Action.
You also gain the following effects:
Gam has learned how to utilize her roller blades, not just as movement augmentors, but as lethal weapons that rival typical weapon-users of Japan. With her speed and kicks, she can use Dexterity in place of Brawn to slam her rollerblades into the sides of enemies. Not to mention that, with the training obtained by her recent induction to the Yakuza, has learned how to predict arrows, rocks, and even bullets, able to parry them with nothing but her rollerblades.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using rollerblades to gain the benefits of this Effect.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
Kei has learned how to use many, many weapons in her pursuit of finding the ultimate meal, leading to her becoming quite skilled in doing so.
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.
Possession of this Power grants the following Battle Scar: Tinnitus.
You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and 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:
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.
As long as you maintain Concentration, you can take Actions and 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:
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.