Humble beginnings coming from a pebble, Golem has grown from a mere gravel pile to a beefy golem man, most similar in size to a 180 pound male, all muscle of course.
You gain the following benefits at all times.
You are permanently and visibly transformed: Golem Man. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1.
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 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.
The Severity of any Injury caused by Pickaxes, Sledgehammers, Jackhammers is increased by 2.
The vampire/dhampir has a face people want to trust, and belongs in every social situation.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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).
Possession of this Power grants the following Trauma at all times: Low Self-Esteem (When a character or other Contractor who is similar to this Contractor in archetype or core aesthetic has an advantage over the Contractor in any noticeable way, roll Self-Control to keep from having to do anything to impress them in any way).
You also gain the following effects:
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.
Running at impossible speeds, making daring escapes, and regularly swapping skins has a high cost. The only way to keep up is to adapt, to throw away the weaknesses of your human form and embrace this new life of yours. Your body's changing, all thats left is your mind. As long as the stress of these jobs doesn't kill you, you're unstoppable.
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.
Possession of this Power grants the following Trauma at all times: Stressed - Upon failing a Limit roll, take a severity-one injury. Further failures will increase the severity of this wound.
Only by connecting with and understanding the sword, can one learn to wield it perfectly.
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.
You also gain the following effects:
Billy Chance is fed only by his internal flame. No additional nutrients necessary.
You gain the following benefits as long as you do not gain the effects of your Hibernation enhancement aside from lack of ageing.
You no longer require any food, water, sleep, 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 Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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 Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.
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 detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.