A Princess knows how to communicate with their subjects, for her noblesse oblige requires it.
You gain the following benefits as long as you are in alternate form. You must actively and obviously be using princess's crown to gain the benefits of this Effect.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Possession of this Power grants the following Battle Scar: Tinnitus - Many Voices: You can hear and understand the ambiant voices of everything around you. It's a little distracting, sometimes.
Every three hours the device restarts a process, as the final red light on it dims to nothingness, a slight hiss is heard if one listens closely. As over the course of thirty seconds the three lights regain their glow, first the red, followed by the yellow and green lights, ten, twenty and thirty seconds respectively, before the lights dim back down to their normal passive brightness such that only those looking closely can notice the three lights.
Within the first ruin that Russ found that contained the documents that sent him down the path that he is currently on, was the diagram for a device that is meant to connect to the spaces between the C1 to T12 vertebra. the device serves a three-fold purpose. The first being that it powers the rest of the planned augmentations to the human body through intercepting the signals that the body sends related to pain and stress. The second is that it forces the body and mind to always operate at peak performance regardless of physical or mental damage, Finally the device is the interface for future enhancements and allows those that undergo such complete transitions to maintain a sense of "humanity" or "wholeness" through sanitizing incoming and outgoing signals such that the mechanical enhancements and the fragile and erratic biological mind don't become adversarial and work together as a complete whole. Unfortunately, those who created the blueprints for this device made it far too good at its job with it attempting to prevent any signs of injury from reaching the brain, thus requiring an immense willpower to even recognize when one is beginning to bleed out. With the device even going so far as to change the information that is coming from one's own senses such that they can't even perceive the injury in themselves should it be pointed out to them. While the device is attached to the spinal column it can be removed through a delicate and time-consuming process of unlinking the parts from the body, but should one violently be ripped out of a user's body the damage could prove to be debilitating.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Delusion: Unbreakable (When this character receives an injury, they must roll self control to become aware of it. This character may not take actions to stabilize or heal any injury they are unaware of and must roll self-control to accept treatment of such injuries from others). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Whenever wearing the suit of armor, no one may truly pierce through you, beyond the ghosts of your past. If someone is in need of protection, the wearer my doff the suit in order to save said person.
You gain the following benefits as long as you are wearing this Artifact.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.
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.
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:
When in the dark, Isaacs eyes see right through the black voids, seeing things for what they really are without the need for petty light. His eyes are slightly darker coloured now, the sclera now a mid-grey instead of white.
After his last contract, he took a long drive and ended up at the corpse of Macula the Fearful. Staring into his empty eyes for so long, his own eyes changed once again.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
A veteran of numerous bar fights, Morgan is quite capable in a brawl.
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 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:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
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.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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.