With a deep inhale and exhale he can feel the air around him and 'see' it, each breath blowing out of his nose and mouth like steam in the cold. The ebbs and flows of wind currents show him details of the area he is in.
------------------
The Kamatachi shares its senses with him, allowing Ricter to see as he sees (when it feels like it), which is the ability to tell things around them by how the wind flows, curves, and bends around physical structures or people. All it takes is to be calm and relax his breathing, inhaling the air around him he will then exhale which acts like a pulse that envelopes those around him like a gentle breeze and maps it out.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
With the judicious application of many mutagens, Oleg has transformed his physiology to operate beyond human limits. This adaptive power grants him increased speed, strength, and heightened perception, along with a remarkable flexibility in form. His body can now generate specialized implements or adapt structurally to suit varied environments. Subtle but visible changes become apparent, becoming more apparent the more he exerts himself physically: his muscles and bones seem to realign with purpose and his pupils dilate or constrict with unnatural precision. In darker settings, a faintly luminous glow can be seen shining from the inside at all times, growing brighter and brighter as the exertion rises - during moments of high tension and oxygen consumption, his insides glow intensely, giving him the look of a glowing anatomical model of himself. The transformation, while useful, comes with a marked photosensitivity resulting from the mutagens used in the making of the new body.
You gain the following benefits at all times.
You are permanently and visibly transformed: Plasmoid Revenant. 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, and your Charisma is increased by 1.
Possession of this Power grants the following Battle Scar: Light Sensitivity.
Gobster McJaw has lived a life where his medium is not respected, referred to as a wide array of nonsensical words.
I'm a Jester, THE Jester.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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).
You also gain the following effects:
Four ghostly tails appear behind Izzy while they are speaking to someone they do not share a language with, and will flicker and disappear when they finish. This will repeat whenever they talk during the conversation until it is over.
You gain the following benefits at all times.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
An action hero's work is never done, and it's hard to ever call a place home... Unless you can take your home with you.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
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).
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 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.