Armor of Faith Put on the whole armour of God, that ye may be able to stand against the wiles of the devil. - Ephesians 6:11

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You possess protection against attacks.
Created by ExampleRobot.

The Lord protects The Priest from evil. They are bathed in a glowing golden aura of Faith, marking them as one of the Lord's servants to any with knowledge of such things. Any attacks are slowed by their aura of Faith, often failing to reach them at all.


You gain the following benefits at all times. You must actively and obviously be using an ornate gilded cross necklace to gain the benefits of this Effect.

You have 2 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.


Community Passive Gifts

Edgar is slowly becoming a Ghoul; his hands have thickened & become tipped with hooked talons suitable for digging up graves & tearing flesh. He has grown a short muzzle choked with a combination of his original teeth & savage fangs. His feet have begun to fuse into hoof-like stumps. Like a rat, if he can get his head through a hole, he can get his entire body through.

After consuming a mythical dragon over the period of a month, Edgar's flesh is remarkably resistant to flames.


You gain the following benefits at all times.

You are permanently and visibly transformed: a Mythos Ghoul. You are considered to be a Sapient, Living being when targeted..

You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)

No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.

You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)

You can squeeze through any cracks and passageways a cat would be able to.

Your body provides you with the functionality of Digging Tools. If used to attack, these "tools" use the same stats as a small knife.

Possession of this Power grants the following Trauma at all times: Cannabalism - must roll trauma to avoid eating or caching any corpse encountered.

You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.

  • If you become split into multiple pieces, the Player controls the "main" piece, while the GM controls the others. Only the main piece can activate Effects.
  • Your heat resistance does not extend to your equipment. Fire does not degrade this effect over time.

Ellis' sword Esperachius is a blessed sword, and there is a deep connection between the two, making it hard for others to use it. Should it ever be stolen, lost, or misplaced, Ellis will feel a painful tugging in it's general direction, and will struggle to maintain his sanity until he is reunited with the sword.


This Artifact cannot be broken.

Anyone but this Artifact's creator must Exert their Mind to wear this artifact or activate any of its Effects.

This Artifact's creator is always aware of the direction and distance to this Artifact.

This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

The users body has now become a technological marvel, capable of hosting a human soul. The users body consists of wires, pistons, plates, and chips, all work in unison to allow the body to walk and talk nigh seamlessly, the users body also shares the same physical proportions of a human, and it can be described as such. https://www.pinterest.nz/pin/305048574766729429/ * for reference


You gain the following benefits at all times.

You are permanently and visibly transformed: Machine Body. You are considered to be a Sapient, Non-Living Computer when targeted. Your Brawn is increased by 1 and your Intellect is increased by 1.

Your Injuries no longer degrade with time.

You may make a Arm Gun attack without additional equipment.

You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.

The Severity of any Injury caused by Electricity is increased by 2.

Feeling like his bite wasn't strong enough before to deal with a supernatural grandma, and nearly dying, Mako pushed his teeth to the limit, sharpening them enough that they now glimmer with a rainbow sheen, mimicking the hardened nature of naturally occurring shells and working more on maneuvering with his giant teeth, allowing him to do hit and runs with his teeth while mangling any armor that will keep him from the next meal.


You gain the following benefits as long as as long as Only applies to body part weapons and you are engaged in combat with Knives.

Your attacks with Knives deal +3 Bonus Damage. fully effective

You also gain the following effects:

  • Fancy Footwork: You may move your full Dash distance and attack with your Melee weapon in the same Round without penalty. You may also split your movement before and after your attack.
  • Shredder: If you successfully hit your target, the value of any armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

The User is abnormaly fast to the point where its hard to keep up with.


You gain the following benefits at all times.

Your Dexterity rating is increased by 0. 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).

You also gain the following effects:

  • Bullet Time: Exert your Mind and spend an Action or Reaction to make a single dodge roll that applies its full Outcome to any attacks made against you that Round, including ones which cannot ordinarily be dodged, such as bullets.

Stock Passive Gifts

The Slime possesses a goopy pseudopod that can be extended from any part of their body. This pseudopod is not as dexterous as a hand, but it can reach up to 30 feet and squeeze through tight areas. If damaged or destroyed, the Slime can regrow it in a couple days.

The Slime's skin is always a little goopy and shiny, even when the pseudopod is hidden. Any clothes it tries to wear become quickly damp and slimy, and the pseudopod never fully retracts, so clothing won't fit properly in the first place.


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. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.

You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.

Your Extra Appendage is incapable of fine object manipulation.

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.

The owner of said body may grow overconfident or feel trapped by their difficulty dying. Risky behavior often follows.


You gain the following benefits as long as your wounds were not caused by silver or the bodies of supernatural creatures (eg. Vampire fangs).

Any Injury you receive heals quickly, reducing its Severity by one level each day, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.

Possession of this Power grants the following Trauma at all times: Compulsion to take risks. Roll Mind to take the less risky of two options you are considering.

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.

“In many parts of Greece it is considered as a sort of punishment after death, for some heinous crime committed whilst in existence, that the deceased is not only doomed to vampyrise, but compelled to confine his infernal visitations solely to those beings he loved most while upon earth—those to whom he was bound by ties of kindred and affection.” ― John William Polidori, The Vampyre; a Tale


You gain the following benefits as long as you are not in direct sunlight and have fed on fresh human blood in the past 24 hours.

You are permanently and visibly transformed: pale skin and 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.

The Severity of any Injury caused by fire and heat is increased by 2

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.

"There was no colour upon her cheek, not even upon her lip; yet there was a stillness about her face that seemed almost as attaching as the life that once dwelt there:—upon her neck and breast was blood, and upon her throat were the marks of teeth having opened the vein."― John William Polidori, The Vampyre; a Tale


You gain the following benefits as long as you are biting and you are engaged in unarmed combat.

Your unarmed attacks deal +4 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

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 day, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain.