A Undead has no organs, so they require no resources.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive.
Yuri has long been blessed by the spirits of the forests; their soul guided by the whispers of the crying world. Calling out to the spirits of the dark forests of his homeland, his soul connects with them and interconnects. His blood curdles and their eyes become devoid and black before returning to what they once was. A harmonic resonance, that effects the souls. Some can even hear the distant whispers in the wind when he's around. For his soul does not exist in this plane
The Bone Charms - Made of various Animal Bones of Slavic Origin: Wild Elk and Wolf teeth
You gain the following benefits at all times. You must actively and obviously be using Bone Charms to gain the benefits of this Effect.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Trauma at all times: Mother's Avenger: An insult to or an attack (Polluting/Senseless abuse) on Mother Nature simply cannot be tolerated. Roll a self-control in order not to take equivalent actions against the offender, or exert your mind to subvert it for an hour.
By focusing his mind, Stinky Pete unlocks a heightened state of awareness, channeling his primal instincts for three hours. His eyes pierce through total darkness, his fingers can discern the finest details of any texture, and his ears capture every subtle sound, instantly tracing its source. Nothing can escape his senses, whether hidden in shadow, buried deep, or moving in the distance.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Caius barely flinches when struck, his body refusing to buckle. He pushes forward with unwavering resolve, his pain buried beneath sheer willpower.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: Paranoia.
Ever since his life-changing injury, of being skinned, Tachibana has looked for inventing new ways of protecting himself by any means necessary. He’s landed on a semi-permanent solution of his own making.
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
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 Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
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 Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
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 Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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: