These coins create a subtle ringing noise while worn by someone who is injured. This noise persists until the item is removed or all wounds are healed.
Digging up his master's items of what he left to Fonzie before he passed away, he has found a particular trinket, 5 coins that shine and glow and are even a custom made coins, a masterwork of details and a symbol of Qi on each of them as they are all tied together with a red string, easily to be hanged from something or tied onto something else. Whoever holds it in their possession feels a new sense of vigor as old wounds heal.
This trinket was taken by Amaranth from the man's body after an ill-fated suggestion to throw him 100 feet away into army of undead contractors. It did not end well.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level each day, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.
Saint is a fluffy, lime green creature with a small black nose. Their eyes are almost always closed, and they have three small, darker green spots on their forehead.
their tongue can extend and stick to surfaces, the grip is enough to hold them up but not much else.
You gain the following benefits at all times.
You are permanently and visibly transformed: Slugcat. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), 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.
Possession of this Power grants the following Trauma at all times: lizards: roll a self control whenever handling, near, or aware of the presence of lizards of equal or larger size, if failed, take one mind damage.
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 speak any coherent verbal language and must resort to other means of communication.
Due to his larger and dense muscular fibers that are comparable to steel cables, the user of this gift is more durable to all forms of damage
You gain the following benefits at all times.
Your Brawn rating is increased by 0. 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:
The goddess above has given me the ability to move faster than before. I now can use my ways to be come quick and agile as she was in life. The beard will sparkle as moves and freys in a way that is not natural.
You gain the following benefits as long as you have your Beard.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (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:
Something of a Pool Shark in his day, when he throws a stone, flicks a ball bearing, or lobs a hand grenade - the item ricochets off to it's target, striking with surprising force.
Edgar Stokes was quite the Billiards player back in the day - many of the rough brawls of his younger days were with people he hustled at the Pool Table. When aiming for something he can see (or smell), Edgar has an uncanny ability to ricochet shots off multiple surfaces, striking victims with relative ease.
You gain the following benefits as long as you are engaged in combat with thrown weapons. You must actively and obviously be using a lucky charm to gain the benefits of this Effect.
+2 dice to all rolls utilizing thrown weapons.
Possession of this Power grants the following Trauma at all times: Hustler: Roll Self Control to turn down a game of chance.
You also gain the following effects:
Violet's hair glows slightly as she moves through
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
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:
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.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
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 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.