Rocky’s years on the streets turned every gun into an extension of his will. Whether it's a battered revolver, a sawed-off shotgun, or a beat-up pistol he yanked from a glovebox, he fires with the same brutal efficiency he used to swing a bat — fast, ruthless, and without a second thought.
You gain the following benefits as long as engaged in combat with Automatic Weapons.
+2 dice to all Automatic Weapons rolls.
You also gain the following effects:
You have the natural ability to seemingly float up walls with ease, as well as traverse through the crowded streets, alleyways, and rooftops of cities.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Through many stealth missions and putting an end to a evil farmers life using a surgical mallet via throwing. Stewart practiced this skill many times and has learnt to throw perfectly
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:
With a gesture of the wand I may direct the world to move in ways to my design.
The first spell of any wizard, to move things from afar.
You gain the following benefits at all times. You must actively and obviously be using a specially prepared wand to gain the benefits of this Effect.
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 4 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:
Tomoaki moves from one side to the next swiftly and he swings his firearm around and precisely one taps the shooter. He can only hope to be this good in the FPS games he plays, if he was, he wouldn’t sign from team to team.
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with Automatic Rifles.
+2 dice to all Automatic Rifles rolls.
You also gain the following effects:
Infurnace is made of fire, so can manipulate themselves more freely....
You gain the following benefits at all times.
You are permanently and visibly transformed: flaming physiology. You are considered to be a Sapient, Living being when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
You no longer 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)
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
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 cold is increased by 2.
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:
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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 mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
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).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
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: