Emiya has begun spending time inside the endless world he has discovered mastering many different weapons.
You gain the following benefits as long as Item must have been created by ring and you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
Pale Skin? Check
Fangs? Check
Claws? Check
Increased physical prowess? Yep got that one too... Kinda handy when taking out them night monsters. Things have started going bump in the night again. That's when I come out to play y'all.
You gain the following benefits as long as Not in sunlight.
You are permanently and visibly transformed: Vampire. 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 Perception is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Trauma at all times: Phobia - Fire.
The Severity of any Injury caused by Fire is increased by 2.
Obedience is able to temporarily puppet Grace’s movements to manipulate objects around them. As with all powers, the three eyes occupied by the girls glow their apple red while Obedience’s pale blue form grows a little stronger. They are also willful enough to land blows as if from cold hands on targets.
The girls’ forms have joined enough now that Obedience’s gestures no longer stray from Grace’s body. One hand joined at the middle finger, another melded into the Gauntlet- they are nearly locked in place, just how the girls want it to be. They are able to manipulate objects in the first place in the way most ghosts are; through a force of powerful (in this case combined) will, sending ripples through the currents of a half-existing realm which flows erratically adjacent to ours.
You gain the following benefits at all times.
You can 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:
Pierre moves with a nearly subconscious awareness. Minor twitches and changes of position at just the right times help void or redirect hits to less sensitive targets, keeping him in the game and ready to kick back.
Planned Future Enhancements:
Additional Armor; Defensive Curl (after Seasoned Mythic Dexterity upgrade Reactionary)
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Being the intended payment for a fairy deal has altered Tighe in strange ways once he stepped into adulthood. Alongside the inability to speak falsehoods, the world itself recognizes what Tighe speaks to be truth. When Tighe speaks now, people stop questioning if he is lying and instead accepts it to be what it is now, the truth as he perceives it to be.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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:
Over the time as a guns-for-hire with the PMC, your employer has graciously paid for you to be cybernetically enhanced. Your body is littered with tracks for conduction and metal pieces both above and below your skin.
You gain the following benefits at all times.
You are permanently and visibly transformed: Cyborg. You are considered to be a Sapient, Living Computer when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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 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.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s 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 Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: 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 werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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: