Caspian’s use of his trident, the power from it bestowed upon him by the kraken and his own physical ability has improved his capabilities in terms of throwing (especially in combat).
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
The wind circles the Goblin King, deflecting attacks as roots trip his foes, natural forces moving to avoid harming the Goblin King or leaping to his defense as his magic begins to respond on reflex.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Fire. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Harriet coughs up a small amount of blood that quickly evaporates into nothingness.
Through Harriet's desperate desire to safe from the drugs she is forced to take in containment, she has attuned to the aspect of Heart. With a greater connection to the never ending dance, she can better resist poisons against her physical form.
Harriet knows none of this.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
While wearing the bracelet one doesn't need to eat drink or breathe unless they want to. By stretching the bracelet around themselves they can surround themselves in a rubbery blue protective cocoon.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, or air in order to survive.
You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act. While Hibernating, you are wrapped in a protective shell. You take a maximum of 1 damage from any attack and are impervious to environmental conditions.
Benny has further succumbed to his true demonic self, and cannot be killed by traditional mortal weaponry. He can only be truly destroyed through fire or decapitation. However, the ancient magics restricting vampires have begun to impede him; he must now be invited into a home if he wishes to enter it.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
While Incapacitated, your only weakness is either fire or decapitation, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Possession of this Power grants the following Trauma at all times: Cannot enter a home without being invited in.
When Luke throws a shuriken, faint ghostly arms surround his to subtly guide his aim.
You gain the following benefits as long as you are engaged in combat with shuriken.
+2 dice to all rolls utilizing shuriken.
You also gain the following effects:
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
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 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.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.