The Biomechanical Druid can channel their gifts through the circuitry of their body art with machines and the spirit circuit but they are now forever marked as a servant of the spirit circuit. The odd lines are tough like scars and the skin is numb to most sensations though the hands are still graceful enough to manipulate fine machinery.
You gain the following benefits at all times.
You are permanently and visibly transformed: Odd seamlike tattoos along his arms, upon further inspection the seems are true scar like lines in the skin that mark where the skin can break to allow the fingers to change into the shape of tools or weapons. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
Your body is adapted to Escaping from Combat. You receive +3 dice on non-attack rolls related to Escaping from Combat.
Your body provides you with the functionality of Mechanics Tools. If used to attack, these "tools" use the same stats as a small knife.
You may make a +2 Weapon Damage Melee attack without additional equipment.
The Severity of any Injury caused by Acid damage is increased by 2.
The scar mildly resembling an eye spreads and contracts at a stead pace, in the center a drop of blood forms and remains there as the man surveys the dark corridor around him.
Rohan has made contact with a powerful artifact during his career as a pirate. The scar is the result of this, and grants him a more intricate view into the world around him.
You gain the following benefits as long as you have your scar on your left wrist.
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).
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:
Ella gets a sparkle in her eye, a mad smirk, and an aura of determination as she focuses in on her target.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Shelly seems to heal extraordinarily quickly.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
Emily moves with a sinuous grace, her muscles aching some. When she needs to move, she can move like a pursuit predator, chasing down her prey.
Her genome has fully accepted the changes, and no longer requires the armband to maintain.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
Sharp fangs, blade like claws, strange skin, among the many things this accursed body has been given, centuries of slumber and it lives. Here she is.
You gain the following benefits at all times.
You are permanently and visibly transformed: Red hair and somewhat glittery skin. You are considered to be a Sapient, Non-Living being when targeted..
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Your body provides you with the functionality of syringes in fangs. If used to attack, these "tools" use the same stats as a small knife.
You may make a +2 Weapon Damage maws and claws (brawn melee) attack without additional equipment.
Possession of this Power grants the following Battle Scar: shaky hands -2 dice to all actions requiring fine manual dexterity.
Possession of this Power grants the following Trauma at all times: delusions of grandeur.
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:
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:
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive 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.
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.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
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:
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.