A mage mind is a enigma, more-so an archmage. The complex calculations, the pure strong will and determination to push through the study of magic and its complex formulas. Though the mental load of such a thing is extremely complex, through the use of a accessory focus, Luminous has set and laid a extremely complex formula onto his earrings.
You gain the following benefits at all times. You must actively and obviously be using Earring to gain the benefits of this Effect.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:
A bullet streaks through the air unseen -- the laughing scarab's wild flapping of its wings cause a hollow laugh to reverberate against your throat.
The bullet tumbles fruitlessly through the appearance of a perfect six inch cube of dark red sand floating between you and the would-be assailant.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming damage from all sources of physical attack except AOE. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
Possession of this Power grants the following Trauma at all times: Sēth demands truth.
Bro got that dog in him.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
dsd
sdsd
You gain the following benefits at all times.
Your Brawn rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
A scavenger need to hunt survive and be on the constant edge be always allert for the next thing they throw at him
You gain the following benefits as long as you have your the Curse (Black Thunder tattoo over his Back).
Your Perception rating is increased by 0. 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).
Possession of this Power grants the following Battle Scar: Rotten Stomach.
Possession of this Power grants the following Trauma at all times: Survival firs Helping later and The Survivor.
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:
He moves with a speed that feels less like running and more like vanishing. There is an eerie stillness to his acceleration, as if the world itself forgets him for a moment. His body answers to strange instincts — joints bending with impossible grace, steps soundless, breath invisible even in the cold. Frost seems to cling to the edges of his presence, a silent chill that numbs the senses of those nearby. Though he trains and sharpens his body like any fighter, something deeper stirs beneath the flesh — something ancient and alien to mortal blood. His passage leaves no trace but a fading shimmer, as if he is merely a spirit brushing past. Those who see him move speak in whispers afterward, uncertain whether they witnessed a man or a phantom called forth by the winter itself. Whatever the truth, his speed is a warning, not a gift.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
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.
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:
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 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: