Your blood has unique properties and appearance
Your blood has a pitch black colour
Current abilities unlocked:
* your blood is toxic to all other creatures causing poisoning that can be fatal within 5 minutes
You gain the following benefits at all times.
You are permanently and visibly transformed: black blooded human. You are considered to be a Sapient, Living being when targeted..
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
The good will of Terry's patients protect him, as long as he's worth protecting.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming damage from all sources of physical attack except morally justified ones. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Elvis is not confined to the traditions of mundanity; we're dancing on water, we're dancing on the ceiling, we're dancing on your home, and we're dancing in your mind, we're dancing for your heart <3 I love you. We're dancing until we fucking drop, and if we die? We're dancing in the Afterlife baby. Burning away the sweat of life and enveloping the spirit of Elvis. Their body releases sweat that burns away as steam.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Vanity Baby: Whenever faced with an obviously beautiful person, you have to roll a Self-Control in order to take any offensive actions against them. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
When Wolf throws an item made of bone, a number of things happen, first the item that is being thrown seems to be covered in a ghostly manifestation of the creature that the bone the item as made of came from, the manifestation only lasts for a split second that it takes for wolf to launch the item. Second the animal Skull that Wolf is wearing seems to be come covered in runes, swirls and veins that all seem to glow with a ghostly blue light.
When a creature is given proper respect after being killed parts of it's spirit is left behind within the bones of the creature. Through a small ritual these spirits can be used to improve the item that is made with the bones but this process requires the use of a skull from an animal to function as a conduit between the item and the user. once this ritual is completed it gives the item a small amount of sapience for a split second while it is being used this allows the user to preform actions using the item that would normally be impossible. Sometimes if the user preforms the ritual poorly they can receive mental and physical deformities, but this issue can be fixed through greater skill in the ritual.
You gain the following benefits as long as you are engaged in combat with Items made of bone. You must actively and obviously be using Animal Skull to gain the benefits of this Effect.
+2 dice to all rolls utilizing Items made of bone.
Possession of this Power grants the following Battle Scar: Disfigured.
You also gain the following effects:
Jenn has trained as a stunt-woman, and that training shines when she needs to get somewhere, quick.
You gain the following benefits as long as Jenn is able to show them off.
You may move easily and without a roll in any of the following situations.
The diamond and my chest surges nano bots through out my body giving me the ability to make weapons and protect myself.
You gain the following benefits at all times. You must actively and obviously be using The diamond and my chest to gain the benefits of this Effect.
You are permanently and visibly transformed: Diamond and my chest. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1, your Perception is increased by 1, your Charisma is increased by 1, and your Intellect 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)
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.
While in Toxic gases, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You may make a +2 Weapon Damage Palm Gun attack without additional equipment.
Possession of this Power grants the following Battle Scar: Giant scar around my neck.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
You cannot speak any coherent verbal language and must resort to other means of communication.
The Severity of any Injury caused by uranium is increased by 2.
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:
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
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.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
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.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.