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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: asdf.
You also gain the following effects:
Trying to Share any information about the user fails, any attempts to create media (pictures, recording, drawing/painting) fails, Word of mouth descriptions are so vague that they are useless.
You gain the following benefits at all times.
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.
This Gift does not affect your clothes or equipment.
D.Y. has modified their code to ensure that damage comes at a nullified state, and does not overbear them with damage taken. This code lasts so long as the program does not elicit damage to something else.
You gain the following benefits at all times.
You have 5 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Your Armor’s rating is increased by 2. If you do something that Damages, restricts, or otherwise directly, negatively affects another being, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
Through the stomach and under the ribcage, straight into the heart. "You've been poked by me, fool." Another falls and I keep battling, focused on the efficiency and glorious brutality of my task.
You gain the following benefits as long as you are engaged in combat with thrusting swords.
+2 dice to all rolls with thrusting swords. You may Defend against firearm attacks from any range using thrusting swords.
You also gain the following effects:
Doris had to, and could cope with travelling to a new century rather quick. Especially due to her brain growing a bit and increasing her cognitive activity.
You gain the following benefits at all times.
You may understand and communicate to humans as if you are fluent in a relevant language.
Possession of this Power grants the following Trauma at all times: Fearing carnivors - As human societies are full of animals like cats, dogs and rats Doris ahve to roll self-controll any time she has to cross/get along with a carnivorous animal.
Her eyes sitter on her target. Her body becomes something like a weapon her eyes hone on her target as she pulls back the string of the bow and puts all of her emotion into it and releases it guiding to her target
You gain the following benefits as long as engaged in combat with bow.
You receive +2 dice to all rolls using bow. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
Possession of this Power grants the following Battle Scar: migraine.
Possession of this Power grants the following Trauma at all times: monster ahead.
You also gain the following effects:
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.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
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.
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.