Dr. George Elliot possesses the Nocturnal Perception power, This ability grants the user heightened senses, allowing them to see clearly in total darkness and hear with extraordinary precision. In the absence of light, they can navigate effortlessly, perceiving their surroundings through a combination of dark vision and acute auditory sensitivity. The user can detect subtle sounds, such as breathing, footsteps, or distant movements, and pinpoint their sources with remarkable accuracy. Whether in complete blackness or shadowed environments, Nocturnal Perception makes the user a master of stealth, tracking, and awareness, operating with precision in situations where others are blind and deaf to the world around them.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: Sensitivity to Bright Light: This extreme sensitivity makes it painful or even debilitating for him to be exposed to bright lights, especially sudden flashes of light, which can temporarily blind or disorient him. Roll Self-Control to not be stunned for 1 minute while not having his goggles on in bright lit area.
Her demonic heritage grants her powerful communication abilities.
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:
Her humanity abandoned, lost to the wind
You gain the following benefits at all times.
You are permanently and visibly transformed: Pale skin, red eyes and sharp fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Possession of this Power grants the following Trauma at all times: Aspd and Psychopathy.
The Severity of any Injury caused by Holy Material is increased by 2.
The elf's frail body makes for a somewhat okay wind catcher, allowing her to decrease the speed of her descent.
You gain the following benefits at all times.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
Any roll to land or maneuver in the air is rolled at +2 Difficulty. When you fail or botch, take a Severity-1 Injury.
tbd
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.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Imagine a Tabaxi
You gain the following benefits at all times.
You are permanently and visibly transformed: Anthropomorphic Cat. You are considered to be a Sapient, Living Creature when targeted..
You can squeeze through any cracks and passageways a cat would be able to.
You may make a +2 Weapon Damage Claw and tooth attack without additional equipment.
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.
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 Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and 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 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.