idk
You gain the following benefits as long as you have your eyes.
Your Dexterity rating is increased by 3. 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: idk and idk.
Possession of this Power grants the following Trauma at all times: idk and idk.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Zephyren finds that he has developed sharper senses, causing him to become more high-strung. It's nearly torturous. His perception of the world is almost inhuman, as if he's adopted the qualities of an animal. A bird, perhaps?
On birds:
Zephyren has an almost abnormal fixation on bird metaphors. He thinks almost exclusively in them sometimes, but of course he wouldn't say it out loud. Sources are unclear on where he got it from, but it may have started from his Chinese given name. After Googling what it meant, he had gone into a deep rabbit hole looking at bird lore. He probably hasn't ever gotten out.
On perception:
He's always been perceptive, more so than others, much to his dismay. In the past he was the first to get bad vibes from a situation and walk away. Some part of him wonders if it's just a difference in opinion, but he knows that it usually isn't just that. The gap has only gotten bigger, and it really doesn't help quell his apathy for people.
On overstimulation:
It has always been a drawback; even having someone raise their voice at him was sometimes enough to send him into a spiral. (Not that the volume of one's voice had much effect, as opposed to the tone or expression.) He would immediately go into fight-or-flight, and every little thing would anger him to no end. He hates it. He knows this is why he doesn't like interacting with people, and he knows it's on him to control, but he would also like to be cut some slack. Every night he can hear the neighbours down the hall doing the devil's dance when no one else can. It's terrible.
On indifference:
Zephyren's solution is to shut himself into his little mindscape, behind layers and layers of disassociation. This is why he may appear quite unaware despite his sharp senses. It's the only way he can escape the noises in his head, as rude as it is to completely ignore people around him. Though, if you came close enough, he'll snap out of it immediately, albeit irritatedly.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Phonophobia: When you hear an unexpected loud noise (such as a police siren passing by) or enter a loud environment, roll Self-Control to avoid entering a fight-or-flight response.
You also gain the following effects:
Look, they can't *all* be cool and interesting, alright? This power means you've got hella good ears. What else do you want from me?
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Zephyren collects blades almost obsessively, perhaps because they are some of the least detectable weapons. Or, he does it instinctively because a bird is never complete without its talons. In result, he's also the most proficient with blades.
On weapon usage:
People have guns (even in Canada, they're just quieter about it), but Zephyren legally cannot own one, and traveling with those can be such a pain for those with licenses anyway. He very much prefers a quieter option too. Also, blades are far more versatile (he wants to toss a bunch of vegetables in the air one day and try to slice them all). Never bring a knife to a gun fight? Think again.
On blade proficiency:
Fighting isn't the only thing Zephyren uses blades for. If anything he's rarely had to fight outside contracts; he mostly uses knives in the kitchen, and since he has been cooking from a very young age, there's no surprise that this is what he's the most comfortable with. In any video games, he predominantly uses a knife or sword. Don't ask how he's gotten through Resident Evil; let's just say he had to face a lot of corpses up close.
On bird talons:
Thankfully Zephyren has never been attacked by a bird, but from what he's read, talons can be really sharp. They have to grip onto things after all, even if it means they'd puncture their target.
You gain the following benefits as long as you are engaged in combat with knives and daggers.
+2 dice to all rolls with knives and daggers. You may Defend against firearm attacks from any range using knives and daggers.
You also gain the following effects:
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Maddox knows when she is being watched, and her witch blood allows her to see through disguises.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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 werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (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 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
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: