Raijin’s Wrath channels the boundless power of the storm god into the Enels body, granting her superhuman strength that crackles with thunderous force. Every movement hums with raw energy, and each strike carries the might of a raging tempest. The user’s blows create shockwaves that can shatter stone, send enemies flying, and even crack the air itself like a distant thunderclap. Their presence becomes a storm given form—every step heavier, every motion brimming with restrained destruction.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
If the phone would be shattered, fragments of bone within the frame pull it enough back together with a whisper (as sand falls out between the cracks) as Spectrum S's patented NecroTech does its work.
If the phone is ever lost, Spectrum S's warranty plan ships its protected item back to the client in ways that seem ubiquitous...it will soon show up unobtrusively in a suit pocket or desk drawer
Spectrum S provides warranty plans for its most esteemed customers. Using the souls bound to their tech itself to guide the items back to their bonded guide...or client.
David has more than proved himself to be worthy of a bit of VIP status among their highly select customer base.
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 this Artifact has no living true owner, anyone may spend one day attuning to it to become its true owner.
If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to A personal friend of the previous owner (randomly determined among them—such is the nature of a warranty plan) and reveal its power to them. They become its new true owner.
“Jingles can talk to the dead” that’s what jingles wants people to believe as she makes her living off of telling people what they want to hear from dead relatives and fortunately she’s very good.
As long as she has her glowing nose on it’s very difficult to disbelieve Jingles she has this strange breath of honesty about her.
You gain the following benefits as long as you have your Bright Blue Nose.
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).
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:
When Elvis was hit with the pain or oil and fries he realized he could use that pain as a way to deal ignore issues. "hmm I love fries"
You gain the following benefits at all times. You must actively and obviously be using Jumpsuit to gain the benefits of this Effect.
Your Body and Mind Penalties are reduced to 0.
Haze is inhumanly charismatic due to his dealings with the darker sides of the world. The many different dealings with those on the other side have left him with the ability to say just the right thing at just the right time.
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:
Time begins to slow down to the point that everything is in slow motion, except Ace. During this time ace is able to shoot faster than anyone in the fight and his bullets travel faster than anyone can react.
You gain the following benefits as long as engaged in combat with Handgun.
+2 dice to all Handgun rolls.
You also gain the following effects:
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 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 Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.