As long as Minerva wears her pendant, her thoughts are ordered. And with order comes safety.
Following Minerva's traumatization by a fellow contractor, the next month the young girl spent a good bit of the next month in her room. She stopped practicing everything else, just focusing on herself, and that feeling of helplessness that had come with it.
And one night, she dreamed. She remembered battling the nightmare monster, of the defenses she had forged. And she forged them again. Ordering her thoughts, marshaling them, she assembled her mind into a castle. A Castle of Light, a bright beacon in the darkness.
The castle is built to withstand a siege from the darkness. Even taking the field is a monumental task, requiring great effort by an assailant, more than most can bring to bare - and after an enemy has been cast out once, such a tactic won't work again.
Each step into the castle is a slog, a constant exhausting battle to take a wall, only to find another wall behind it that the defenders have retreated to and fortified themselves again.
From the highest point of the castle a bright light glows, and she can rain down light and hope upon invaders from it.
The castle stands at all times, a fortress for her mind and her dreams.
Of course, the walls of her castle are manned, and it is an effort for her to open the gates to anyone. It's safer that way.
You gain the following benefits at all times. You must actively and obviously be using silver fox pendant to gain the benefits of this Effect.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
Possession of this Power grants the following Trauma at all times: Guarded Bastions: You must succeed in a self-control roll to consent to anyone (other than yourself) using a supernatural effect on you.
The white angel wings are more then just cosmetic. When open they slow his descent and also make him look really cool when doing it.
You gain the following benefits as long as In angelic form. You must actively and obviously be using Healers Halo to gain the benefits of this Effect.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your angel wings. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your angel wings via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
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.
A device implanted in the skin which creates an energy shield around the werer which only activates when the target is attacked. It will send an energy strike against any target who attacks the target.
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except Aluminum. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
After years as a stunt man Asher has grown accustomed to taking a hit. Though repeated blows can wear him down.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
Angus' Use of throwing knives has really shown. The once quiet communist librarian is now slinging hot knives in an alternate dimension. He is really starting to like his new found heart, or was it his old heart he lost so long ago? Who cares. The knives are hot to the touch when they fly through the air and sink themselves into the target. The faster he moves the hotter the knives fly.
You gain the following benefits as long as you are engaged in combat with Throwing knives.
+2 dice to all rolls utilizing Throwing knives.
You also gain the following effects:
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.
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.
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.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
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 time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer 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.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.