Whenever Ottgeier takes a hit from his blunt, objects start drifting, shifting, or even launching as if guided by his hazy will. The higher he gets, the stronger his control, but his paranoia makes things unpredictable. If he thinks someone is looking down on him, they might just find themselves lifted in a way they didn’t expect and finding their stash in someone's else's possession.
You gain the following benefits at all times. You must actively and obviously be using Anything you can roll and hit (Cigarettes,Blunts etc) to gain the benefits of this Effect.
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 4 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:
Possession of this Power grants the following Battle Scar: Thief atair (Disfigured) and Bad Lung (Wheezing).
Possession of this Power grants the following Trauma at all times: Stash (Kleptomania) and Paranoia.
While gorging himslef on protein, Bert's wound tissues writhe with new, cancerous growths. Tumer-like tentacles slither over each other, pulling the wound closed. Once the flesh stills, there is only a thin, pink line.
You gain the following benefits as long as you consume 5 pounds of protein.
Any Injury you receive from a source other than 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.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from Fire are increased in Severity by 1.
Stripes can climb and scale most surfaces, akin to an ape or weird cat. Stripes regularly hops between bipedalism and quadrupedalism to maximise his schmooving.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The Martial Artist has developed a sixth sense, the Divine Sense, that allows them to see without seeing. Even blind, they feel the world around them, and can act upon that knowledge.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
When attacked purple energy forms around the hoodie and blocks the attack as if there was an invisible forcefield around you
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 Exert your Mind and spend an Action or Reaction to double your armor rating for the Round.
Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.
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.
Eric's veins contain a black liquid, his blood runs dark and viscous, taking on a sludge like consistency, when cut he begins to leak a substance that carries a smell that promises death and decay, to all who ingest it, this effect partially extends to the one whose blood this is, the massive amount of toxins in his body have changed him on a biological level and has elevated him far beyond the normal man.
When eric was born his strange appearance and capabilities were little more than a curiosity of the Lord of plague, who subtlety guided and molded Eric into an unknowing follower of their teachings
You gain the following benefits at all times.
You are permanently and visibly transformed: Plague lord. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Possession of this Power grants the following Battle Scar: Disfigured.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
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:
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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 ignore or decrease the effects of Stress for any Self-Control rolls you make.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
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 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.