Gaspar can use his djinn form to his advantage.
You gain the following benefits at all times.
You are permanently and visibly transformed: Ifrit. You are considered to be a Sapient, Non-Living being when targeted. Your Charisma 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.
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 have 30 feet of reach.
You can squeeze through any cracks and passageways a cat would be able to.
Possession of this Power grants the following Trauma at all times: Hydrophobia.
With a simple flicking motion, the Outlaw "magically" teleports a small piece of lead through your skull with a firearm.
You gain the following benefits as long as engaged in combat with American-made guns.
+2 dice to all American-made guns rolls.
Possession of this Power grants the following Trauma at all times: Sticky Hands - You just can't help yourself when you see nice things. (Whenever you would come across something with high monetary value; rare jewels, case full of money, etc., roll Self Control or do your best to steal it).
You also gain the following effects:
The Dive is capable of well... diving; he can dive into soft ground / semi-solid surfaces just as if he were diving into water. He is also, of course, able to just... swim like a fish.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Possession of this Power grants the following Trauma at all times: The Sea King (Delusions of Grandeur pretty much).
As Phil fights, he kicks, he bites, and he beats you with his wings, not with the strength of a man, but the precision of a knife.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
Possession of this Power grants the following Trauma at all times: Delusions of Invincibility.
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:
Whenever protected from a negative effect, Richter's body has a faint white flash
You gain the following benefits at all times.
You are immune to all non-Alien diseases, as long as they can be treated in some way by modern medicine. If there is no known treatment, you must Exert your Mind to cure yourself.
Spending his entire life honing his knowledge on nature and forestry, and being attuned to the surroundings around him, Akira’s senses have been enhanced to superhuman levels. Allowing him to navigate in environments that were normally arduous to the average person.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
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.
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 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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.