The culmination of training within the realms beyond, mastering the art of using one specific weapon type to its fullest potential. This specific master dawns over the Axe, and the complete and utter dominating use of it in combat, to a supernatural level. . .for a Hunter must not settle for mere mundane mastery.
You gain the following benefits as long as you are engaged in combat with an Axe.
+2 dice to all rolls with an Axe. You may Defend against firearm attacks from any range using an Axe.
You also gain the following effects:
While relaxing, working out, or any other thing that Clyde decides to do in his free time, once a day, his wounds close up a bit more. Cuts fade to scars, bruises to small dots, broken bones to fractures, fractures to hairline, then to nothing. Whatever happens, the next day, he always looks better.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.
Battle Scars caused by your Injuries will remain.
Rocky’s years on the streets turned every gun into an extension of his will. Whether it's a battered revolver, a sawed-off shotgun, or a beat-up pistol he yanked from a glovebox, he fires with the same brutal efficiency he used to swing a bat — fast, ruthless, and without a second thought.
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:
There is no outward effect or visual representation at all.
Sometimes the universe undergoes...corrections to re-balance the laws of order. Heightened senses are a small adjustment for an individual who has undergone an excessive amount of karmic injustice as it were.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Possession of this Power grants the following Battle Scar: Weak Stomach.
David seems to focus, and around him in the air you can hear audible whispers in the voices of those that have died in this area, directing him towards their corpses.
David has meddled many a time in the realm and affairs of the Dead by now. He has even wrestled with them, tearing into one of their realms. The Dead have begun to call to him. To seek for him to find them. And so, in his ears, they sometimes whisper….
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
As the the power is casted a ghostly mosquito is expelled from the caster disapearing above their head. These identified by the this effect will hear the distinct buzzing of a mosquito and feel a randome fantom itch. The mosquito retuns aboze the caster landing on threir head before disapearing
Hunahpu & Xbalanque lend their mosquito trick to indentify those around you.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You automatically detect all humans within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. 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).
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.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
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 units of water 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.