Vivian's body has been augmented on a cellular level thanks to the characteristic she has imbibed. Granting her enhanced agility, dexterity and strength.
After advancing, Marauders possess a powerful body, granting them an enhanced agility, dexterity, and strength.
These enhancements grant a Marauder powerful coordination, near inhuman level of acrobatic skills, and excellent talent in the realm of throwing various objects.
This allows them to commit various feats of acrobatics, such as swinging themselves up by their feet, easily scaling the outsides of buildings or using backflips to evade attacks.
Besides that, Marauders can also throw various heavy objects (such as swords or daggers), quickly and very precisely onto a target from a medium distance.
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
Your body is adapted to Acrobatics (including Dodging). You receive +3 dice on non-attack rolls related to Acrobatics (including Dodging).
The power of the parasite in Josephs brain, as the scientists of Prometheus have a break through in technology used to enhance the parasite through injection. It now creates a psionic field around his being. The power is not well controlled and very erratic.
You gain the following benefits at all times.
You can 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 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
One eye remains a swirling pool of silver but the other eye has a bald eagle shape iris that contracts its wings like in flight, also scanning the horizon and dark environments.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
His Bodily fanctions translate to just HP(hit points) to him as in a game hence he doesnt feel pain as normal people.
His Mind becomes twisted and all knowledge and experience he has playing games materialize in his real body making him calm and collected.
You gain the following benefits at all times.
Your Body and Mind Penalties are divided in half (rounded up).
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Knives seem to slowly shift in my presence. When I wield a knife, I can focus on those that I've held and manipulate how they move, where they move, why they move. I am loved... and feared.
After days and nights and painful days and even longer nights of swinging my knives one after the other, I seem to understand they're place in reality... And they understand me. Everything feels numb, my eyes burn, but somehow, my knives make me feel at peace.
You gain the following benefits as long as knives are the only objects being controlled. You must actively and obviously be using a knife to gain the benefits of this Effect.
You can 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 1 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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 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: