"Have you seen something?" a sudden step forward, move slowly, focus on their pattern. Understand. Everyone. Never stop hiding.
"You're definitely paranoid" a head turn, 57° to the left. Right ankle down, torso to the left, take advantage of the light pole.
"Wait, what's that?" Shit. Be fast. Be swift. Cover the hand with the shadow, move slowly. A head turn, 35° to the right: MOVE. NOW.
"Bro, chill."
After trying for years to go unnoticed and to remove your toxic friendships and relationships you develop a particular way of being: your arms move in unnatural ways, your every step bends at peculiar degrees, you have managed to spot major blind spots in the line of sight of everyone around you. By exploiting this knowledge you get to be really difficult to notice, maybe someone may catch a glimpse of your silhouette, but you just need to break sight for mere moments to get unseen again.
You gain the following benefits at all times.
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 Battle Scar: -5 feet of speed while the effect is active.
There was 40 feet between them when they stopped to make their play~
And the swiftness of the ranger is still talked about today~
Texas Red had not cleared leather 'fore a bullet fairly ripped~
And the ranger's aim was deadly with the big iron on his hip~
You gain the following benefits as long as engaged in combat with Revolver.
+2 dice to all Revolver rolls.
You also gain the following effects:
Fexts are a form of Slavic undead that can be created through certain rituals or the intervention of malevolent forces at the time of death. unlike other forms of undead they do not decay with the visual changes of pale skin that lacks any form of blemish, wrinkle or freckle and having bright purple eyes, many Fexts have supernatural abilities including invulnerability and regeneration but all share a weakness to glass weapons.
The abilities of a Fext all originate from their soul rather than their body so it is permanent and impossible for them to cure.
You gain the following benefits at all times.
You are permanently and visibly transformed: Fext. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by Glass is increased by 2.
The shine coming from their hair, the unnaturally pale white skin, they don't look fully natural, human in silhouette, maybe in their actions, but something about them seems wrong... The hair and eyes shifting from a dark blue to a ruby red as the lighting shifts around them, changing it with a gradual change of the source, Alex wasn't human, not by a long shot...
You gain the following benefits at all times.
You are permanently and visibly transformed: Gemoid. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Your body provides you with the functionality of Thieving Tools(Lockpicks, Wire Cutters, Screwdrivers). If used to attack, these "tools" use the same stats as a small knife.
You may make a +2 Weapon Damage Gemoid Weaponry: Alex can form gem blades, hammers, scythes, clubs and other weaponry with their body attack without additional equipment.
Possession of this Power grants the following Battle Scar: Gemoid Body: Their hair and eyes shifts color depending on the lighting, going from red, blue, green, but never losing the shine that comes from their gem heritage.
Possession of this Power grants the following Trauma at all times: The Voices: You suffer a -2 dice penalty to any roll which benefits from hearing. You cannot distinguish the words of others in loud situations..
The Severity of any Injury caused by Acid is increased by 2.
When the band made by the above ritual is worn, it occasionally (every 4 hours or so) briefly flashes a translucent outline of its wielder’s body at peak condition (this is their “elemental”, the shell or outline of their soul), and the wielder is able to focus as if they themselves were at peak condition.
The band captures a person’s elemental, the shell of a person’s soul that is left behind in its movement, according to some of the occultist Helena Blavatsky’s teachings. By briefly redisplaying this shell over the user’s form, the user can synchronize their body with their soul at a healthier time. A necromantic ritual for “soul finding” has recently allowed David to find a more complete version of a person’s elemental, allowing this technique to synchronize a previous healthier mind as well.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
Not noticeably visible, becomes stone-faced as if he's in court and turns on his manipulative charm. His expressions and body posture is similar to how he would be in court too. In a sense, he always brings the court with him, wherever he goes.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
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.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
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.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked 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. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.