The wind is but an extension of my body and mind
You gain the following benefits as long as Can Only Manipulate wind or Air/gas particles and Wind.
You can 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 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The Well does not forget its conduits or treat them lightly- Luci has earned her keep and reaps the benefits. Black ink is infused into her bloodstream and is much faster acting than her platelets. When it comes to regrowing her flesh, The Well takes pieces of various monsters, creatures, or corpses that dwell within its own realm, and gradually replaces Luci's wounds with them. A slightly worrying thought at times.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Whenever Teri wishes to heal someone through medical techniques, he may take out a Cleric Class card and speak the name of the card "Cleric Class." When he does so, the Cleric Class card glows a bright golden yellow and floats above the victim-to-be-treated. Under this light and its guiding invisible hands, Teri can properly treat anyone without worries of making it worse nor adverse effects from unsanitary conditions.
You gain the following benefits at all times. You must actively and obviously be using Cleric Class card to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
As a future HSI scholar he has the best healing ability out of everyone. Especially since he has Reversed Curse Technique which makes shit easier. He can cure anything except for Cancer, and AIDS.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Big Benjamin has been malformed into the shape of a simple 100 Dollar bill due to a poorly botched summoning ritual. the only difference between him and a normal modern 100 bill is the serial number labeled as 6666666 and a slightly frowning Benjamin franklin.
You gain the following benefits at all times.
You are permanently transformed into 100 Dollar bill.
You can perceive your surroundings as normal, and you may control the functioning of the object you have transformed into (for example, opening your doors if you are a car).
If you are broken, you cannot take any Actions until you are repaired.
If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.
You can use any Powers that do not require movement on your own. You must be wielded or equipped to use other Powers. You cannot use Artifacts or Consumables, but if you have transformed into a Legendary Artifact, you may use the other Effects attached to it.
Your passive Powers affect anyone who wields you.
My skin becomes hardened and made of tree bark, I look like myself but encapsulated in tree bark.
You gain the following benefits at all times.
You are permanently and visibly transformed: Barky Skin and Muscle Tear. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 2.
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Bark Blade (Sword) attack without additional equipment.
The Severity of any Injury caused by Fire and Heat is increased by 2.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
Your Extra Appendage is incapable of fine object manipulation.
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 Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
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).
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:
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.
This Artifact's creator is always aware of the direction and distance to this Artifact.