-Your left eye suddenly changed, from dark brown to a dark teal with a slit pupil.
-Faint scales is visible under your skin but is generally hard to notice.
-"I tried to figure out why it became this way, it could have been that golden pool.. It must've be.. But it isn't. I'll try to cover this up for now"
You gain the following benefits at all times.
You are permanently and visibly transformed: โโโโโโโ. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.
Possession of this Power grants the following Trauma at all times: Thalassophobia.
Donning the Stethoscope a soft light emanates around it. Placing the bell against the patient emits a transfer of light and knowledge that streams into patient and quickly attempts to remedy any issues that affect the body.
When channeled through a life saving artifact such as "The Bedside Manner", "Wisdom's Embrace" can make quick work of even the most grievous injuries and other maladies. Utilizing the knowledge to undertake treatment and surgery as pure energy, the wearer can convert this knowledge directly into result at a rapid pace by applying it on a sub-atomic level to either revert form or to mend anew. "I Can Save Them allows the user to draw any and all medical knowledge they have have witnessed, even at a cursory glace from the recesses of their memory. Causing that knowledge to be available for use by "Wisdom's Embrace" rather than the user having to recall such details manually. In the right hands, such a potent combination can mean the difference between life and death many times over.
You gain the following benefits as long as you are wearing this Artifact.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The darkness hides a cruel god, willing to give a limb out to those who cherish him. A Black void grows on his back to allow a black tentacle to come out and strike terror and form itself into a elongated huge blade and reach how far it would like too, helping the blessed who are willing to bow down. The Trinket itself, being given to him in a dream after contract after having a conversation with his god and being gifted to him for being faithful and doing what he wishes, only to wake up adorning it and it being the middle of the night with an extra limb.
You gain the following benefits as long as as long as Will only come out in a dim light or complete darkness, if a bright light is on him he must destroy it to use extra appendage and you are wearing this Artifact.
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 extra appendage can be used to attack in exactly the same manner as a Great Sword.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
There's just something about swords that Mars finds really, really cool. As such, he's dedicated countless hours to mastering the mechanics of using them in various games-- particularly ones that allow him to wield as many as physically possible.
You gain the following benefits as long as you are engaged in combat with swords.
+2 dice to all rolls with swords. You may Defend against firearm attacks from any range using swords.
Possession of this Power grants the following Battle Scar: Cloaked In Shadow: You are visually supernatural, possessing the appearance of a dark, shadowy figure. Stealth rolls in social situations are made at +2 Difficulty.
You also gain the following effects:
Dr. Freeman does not worry about sanitary conditions, and he can eyeball a dose with perfect precision.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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.
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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
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:
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.
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.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
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. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.