A blade no longer hits with heavy breaths, but the soothing resolve of a warrior guided by a path of controlled chaos. No longer do you fight, but respond to the threat with equal ferocity. The Battle may be quick, but the war is won through time.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Your body disappears and you leave the Shield. In order to bring you back, someone must perform a simple ritual using it during a Downtime. You return fully healed of all Injuries.
Possession of this Power grants the following Trauma at all times: Nightmares: Guilt and Abandon.
Showmen need to have incredibly precise control of their limbs and exteemeies to pull off the stunts and tricks they perform without getting caught. But these days the limits of humanity won't cut it, a showman would have to break beyond what's normally possible to truly gather a crowd.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
The earrings (or their transformed equivalent) infuse sunlight into the user, the more stressed they are, the more their body radiates light, their eyes shining like golden suns.
Someone who has shown themselves a worthy representative of a god's power may be blessed with more fitting abilities.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
Gen-Wyld augmentation goes further and further. Emily has some state of the art augmentation integrated into her back, and, with a will, can, at an impressive speed (in absolute terms, Emily still thinks it's very slow) grow massive wings. These wings are almost entirely muscle and impressively flexible, and impressively strong.
You gain the following benefits as long as you spend a 2-round process to form your wings, or to deform them.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your wings. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your wings via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
Boogars commands every stage with his sinister charisma. His eyes glint with macabre humor, showing fleeting, eerie images of tormented children that draw audiences into his unsettling world. His grotesque antics, twisted jokes, and chilling presence ensure no one can look away, captivated by both horror and hilarity.
You gain the following benefits as long as you have your Children in his Eyes.
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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The Assimilator appears even more alien than when they first arrived on this planet, their body no longer resembling a normal centipede, and now being seen as much more.
The Assimilator appears even more alien than when they first arrived on this planet, their body no longer resembling a normal centipede, and now being seen as much more.
The Assimilator counts as an Alien Creature, meaning targets affecting Creatures must be able to target Alien Creatures as well.
You gain the following benefits at all times.
You are permanently and visibly transformed: a freakishly large, black alien centipede. You are considered to be a Sapient, Living Creature when targeted. Your Charisma is increased by 2 and your Intellect is increased by 2.
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Acid Spit attack without additional equipment.
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.
You cannot speak any coherent verbal language and must resort to other means of communication.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Severity of any Injury caused by Poison is increased by 2.
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:
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 Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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:
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects: