An invisible force surrounds him, unseen and unnoticed by all but a supernatural eye is a monstrous beast with a long snake-like body. Adorned with long sharp claws and gnashing teeth it is aggressive in protecting its host and lashes out when threatened, attacking with deep claw marks, bites, or bruises. Like any beast, it fears the flames of man.
The monster Cazarith is shaped like a long-furred body animal, similar to that of a weasel of some kind. Stretching to be around 8 feet long ending with two short legs on one end and a head on the other, its paws are long sharp claws that can easily hook into and slash at prey while its teeth are needle-like and painfully sharp. The beast has a tan coloration to it with white going along the belly, eyes of shimmering gold that are stilted, and inspects anything that comes close as it wraps its long snake-like body around Ricter and has no interest in moving much.
Interestingly enough, no one can see it, touch or, or even feel it- until it's threatened. Not even the person who it's wrapped around can do so. The only time you know it's there is when someone attempts to bring harm to its host, in which it will attack with its claws or teeth, aiming to blunt the damage somewhat but also return the favor so to speak. The counterattack feels very real, and those who do so will simply feel small cuts, slashes, or bites along their body.
Anyone with with heightened senses can tell something is around him, those who investigate with supernatural abilities further will notice a hazy outline of something. The monster does not give off an evil aura, more neutral, at the same time it doesn't look to harm the person it's wrapped around either. Yet they do not speak and act more like a feral beast with a hint of intelligence.
It has a deep weakness for fire, causing it to writhe in pain and shutter, backing away from it when possible and tucking behind its host when it sees an open flame.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Fire. 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 total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
Emily has undergone truly massive genetic retrofitting by Gen-Wyld. The latest set of augments were mostly upgrades to her fur and subdermal armor. Several fascinating advances in keratin research have enabled the researchers to add a second underlayer of a down like fur that, when provoked by her autonomous nervous system, will rise like hackles and unfurl slightly. This undercoat has similar thermal resistance to aerogel, and enables survival in even extreme temperature environments.
Of course, her primary coat received an upgrade pass as well, increasing its softness and lustre both.
Some degree of genetics from an actual werewolf were integrated to serve as a bonding agent in some of the fur upgrades, and interestingly, an introduction of pure silver appears to cause an unraveling. We're going to need to switch out what we're using as a bonding agent for the next upgrade.
Update: Finally got up to switching out that bonding agent.
You gain the following benefits at all times.
You are permanently and visibly transformed: werewolfess. You are considered to be a Sapient, Living being when targeted. Your Charisma 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)
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)
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.
Benjamin is cloaked in invisible armor, a holy aura forged by the faith of Salem’s people, giving him a powerful, sanctified presence.
You gain the following benefits at all times. You must actively and obviously be using Cross Kneackless to gain the benefits of this Effect.
You have 4, which reduces incoming damage from all sources of physical attack except Holy Objects. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
Possession of this Power grants the following Trauma at all times: Damnation.
Keith Nightly is a master of the Keytar, and as such has learned both its intended and improvised uses. His proficiency with it as a weapon mostly comes in handy for fending off muggers.
You gain the following benefits as long as you are engaged in combat with Keytar.
Your attacks with Keytar deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
Through his godly ancestory, and through his skill in throwing which he has honed and trained with years of practice, Sonny has mastered the ability to throw javelins.
You gain the following benefits as long as you are engaged in combat with Javelins.
+2 dice to all rolls utilizing Javelins.
You also gain the following effects:
You caper in place, limbs jerking and flailing wildly. The mind becomes unmoored. Why is any of this happening? What even *are* you?
Exert your Mind and spend an Action. Select a Human target within 20 feet. Roll Charisma + Performance at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Possession of this Power grants the following Battle Scar: Frontal Lobe Full Of Worms: You make all Self-Control rolls at +2 difficulty.
Possession of this Power grants the following Trauma at all times: Laugh In The Face Of Danger: Whenever a fellow contractor gains a Trauma or Battle Scar, roll Self-Control to suppress your uncontrollable case of the giggles.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
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:
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 aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.