Whenever he attacks with an edge based weapon he will slash his target multiple times in a quick succession.
You gain the following benefits as long as you are engaged in combat with edge based weapons.
Your attacks with edge based weapons deal +3 Bonus Damage. Armor is fully effective against this damage.
Possession of this Power grants the following Trauma at all times: Delusion that knives are more lethal than guns.
You also gain the following effects:
No change to appearance
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted..
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)
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.
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.
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 speak any coherent verbal language and must resort to other means of communication.
The Spear’s Runes glow, and it vanishes into a pool of shadow, reappearing in Colvin’s grip.
When it is lost to him, his blood yearns for it.
He is bound to it, as its corrupting form is bound to him.
The Wild Hint has always conscripted new members of the hunt, kidnapping them from their time and place. Colvin is the latest in a long, long line of conscripts. Will he burn his hated foes with this forbidden strength, or merely become what he most hates? Only time will tell.
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.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
UA-566 appears to have countless parasitic creatures living inside of it, some natural (tapeworm, pork worm, flatworm) and others never recorded to have been seen outside of UA-566 in the wild. The unique parasites often seem to have supernatural qualities that manifest in the main body of UA-566. The following is a list of the supernatural qualities UA-566 demonstrates as well as the parasite that is suspected to cause the phenomena. This list will be updated as new parasites are discovered in the body of UA-566.
• UA-566-C: A form of anomalous tapeworm that appears to wrap itself up in the place of the bones of UA-566's host body. These are capable squishing in unnatural ways, allowing UA-566 to squeeze into spaces that even their slight form would be incapable of fitting. At the same time, these tapeworms can harden and stiffen to attack with UA-566's inhuman strength. UA-566 also appears to have splits in their hands, arms, feet, and legs where these tapeworms can emerge and extend the main body's reach.
You gain the following benefits at all times.
You are permanently and visibly transformed: Pale, gaunt form and face with an extremely unsettling, and lifeless expression. Thick hair with pale white teeth buried in the scalp and on the hairline of their forehead like a crown. Deeper in the hair, a gaping mouth gnashes its teeth, hungry for food. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
Your Injuries no longer degrade with time.
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.
Lewis’s body changes, giving him a youthful body with deep purple eyes while changes form beneath the surface, his blood becoming toxic and his heart stops beating. Despite all of that he seems to carry an unnatural charm along with newfound arrogance.
Holy or demonic blessed weapons also apply to the above vulnerabilities.
Lewis counts as Eldritch in addition to being Sapient and Non-Living
You gain the following benefits at all times.
You are permanently and visibly transformed: into a young man with deep purple eyes. 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.
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.
Possession of this Power grants the following Trauma at all times: God Complex: you believe you are above all others, roll Self Control to submit to someone else..
The Severity of any Injury caused by Demonic magic (demonic attacks or spells) or Angelic magic (holy attacks or spells) is increased by 2.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits as long as you have your Watch.
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:
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:
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 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.
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: