Their body is shaped similarly to that of a sea snake, being elongated and covered in blue scales. At the end of their body is a large tail fin. Their skin is covered in light blue scales, and their torso is humanoid, with two arms, with hands are humanoid but have only four fingers with claw-like ends. Their face is humanoid but features fish-like attributes, including an anglerfish bulb on their forehead, fin-like appendages on their head, a fish-like mouth, and a second, smaller pair of eyes situated above the first pair.
You gain the following benefits at all times.
You are permanently and visibly transformed: Sea Naga. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.
While in Deep ocean, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
Your appendages can reach an additional 30 feet.
Your body provides you with the functionality of night vision. If used to attack, these "tools" use the same stats as a small knife.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
The Severity of any Injury caused by evil, corrupted, or dark aligned weapons.(especially including weapons of Abyssal amethyst) is increased by 2.
N/A
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:
This sewing needle is hospital grade sanitary and sharp! There is a mind numbing pain as it enters the target, and it works carefully with the healer to stabilize and close wounds it passes through. It can also cut like a blade for surgeries.
You gain the following benefits at all times. You must actively and obviously be using sewing needle to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
"...I have had a vision, my friends. A vision in which I must battle the world for you, my flock! A vision in which I endure great and terrible injuries to save those I have sworn to protect! You may not see its power, but look into my eyes and know that it is there! My courage, my strength! My love! For you... For all!..."
It's Grit.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is divided in half.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
The Doctor is good at medicine
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
You are an artificial human, built for the purpose of cleaning messes and exterminating household pests. Your creator may have had a rather broad interpretation of what constitutes a "household pest".
You gain the following benefits at all times.
You are permanently and visibly transformed: a robot. You are considered to be a Sapient, Non-Living Computer when targeted. Your Perception is increased by 1 and your Intellect is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Battle Scar: Doll Joints - Your limbs are ball-jointed and prone to catching. Whenever one takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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:
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:
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects: