she has green, very gemstone-like eyes, and a very charismatic smile. When equipping the blood bolts, her arm turns blood red as blood droplets float around her arm as ammunition.
she's a twilight vampire atp ngl
You gain the following benefits at all times.
You are permanently and visibly transformed: emerald eyes. You are considered to be a Sapient, Non-Living being when targeted. Your Charisma is increased by 1 and your Intellect is increased by 1.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Right hand: Blood Bolts (Assault rifle (+2 dmg) (Dex+Occult)) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Predatorial Nature: When resolving an issue that may result in combat, roll Self Control to not use force or otherwise brute force someone into submission.
The Severity of any Injury caused by Holy material is increased by 2.
One of the embers upon the lighter's engraving seems to glow. It is not your time yet... the flames of life still roar within you yet.
I have lent man the gift of life
of fire and flame
and as they burn bright
their flame does too.
No longer embers,
but a roaring beauty.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
The knife work done by Rhea is swift and perfect. Every cut, every design, every implant is perfection in of itself, compiling into something that is constantly contrasted by how brutal she can be about it all with little consequences, no matter the situation, even if the knife she is using is the razor from a rusty knife.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
A moonstone on Moonstone’s uniform glows after she taps it, and her steps lighten, and gravity shifts to her will. She navigates through any obstacle at high speed, and gravity shifts as she moves.
The moonstones on her uniform glow, sending lines through her entire body, supporting her movement, and taking the strain of the power.
You gain the following benefits as long as must be moonstone. You must actively and obviously be using a moonstone gem to gain the benefits of this Effect.
You may move easily and without a roll in any of the following situations.
Vel has a tattoo on their neck. It can move and shift, like their other tattoos. Enchanted into their body with the same power.
This one is a paw print.
Vel's flesh knits itself together, recovering quicker. The tattoo moves, spreading small tattoos of fur over the area that is recovering, until it is healed.
This gift is like Vel's other gifts, the using of some symbol, or story to shape power which they imbue.
In this case, Vel is using the idea of Emily Miller, a very strong contractor who can regenerate.
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.
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.
The chains binding your true form and your soul can be used in an offensive capacity once in a while...
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
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.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
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.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects: