After experimenting with some of the new blood that she has collected from various creatures, she created a cocktail of blood plasma that enhanced her immune system's functions, allowing her to stave off mundane diseases.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
Gerald is good at throwing things that are not designed to be thrown
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:
When Harry died, his body became the site of a grotesque alchemical transformation. The foreign rituals performed on him activated the Philosopher’s Stone embedded within his chest, altering it in ways no one could predict. The red, waxy substance of the Stone, seemingly alive, reacts violently to Harry’s death, weaving itself through his body like threads of molten steel.
An hour after his death, the Stone begins to reconstruct his shattered form. Muscles knit themselves together, bones snap back into place, and veins reconnect with a sickening precision as the waxy material courses through his system. Slowly, his heart begins to pump once more, its rhythmic beat reigniting his body with unnatural vitality.
While Harry is incapacitated, his body lies in a fragile limbo, resisting further decay or failure. Yet, the Philosopher’s Stone anchors him to life with a single fatal flaw—his heart remains his sole vulnerability. If crushed or damaged during this liminal state, the alchemical magic will fail, leaving him beyond salvation.
When Harry rises, the injuries that killed him are gone, replaced by scars that bear the marks of his unnatural revival. The Philosopher’s Stone continues its silent work within him, a constant reminder that his survival is as much a curse as it is a miracle. Harry is no longer simply alive—he is alchemy incarnate, defying death itself, but tethered to a fragile and dangerous balance.
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. Unstabilized Injuries do not degrade while you are Incapacitated
While Incapacitated, your only weakness is Crushing my heart, 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 only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. 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.
A plain looking gold ring, with a hidden inscription that glows under the light of fire. The inscription is in old Norse, but reads: One Ring to Rule them All, and in the Darkness, Bind Them. Upon slipping on the ring they will turn completely invisible.
Curse of the Ring: When in danger or an uncomfortable situation, roll Self-Control to resist putting the ring on and running away. If you try to get rid of the ring roll self-controll as well
You gain the following benefits as long as you are wearing this Artifact.
You and everything you are carrying is 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 or your equipment specifically 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.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Curse of the Ring. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
A fast brutal punch, violent knee and crushing elbow. These are the gifts bestowed upon the worthy
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Gloves to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
Possession of this Power grants the following Trauma at all times: Technophobe.
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:
Working with a zero-point reactor, John now can move through the fourth dimension, making it hard to see him unless he forces himself into the proper 3 dimensions. it takes about a minute to slip back into the 4th dimension
You gain the following benefits at all times.
You and any clothes or equipment you are wearing are partially obscured from sight. All attempts to detect you using sight are rolled at a -3 dice penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 minute.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is 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 or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
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.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer 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. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
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.
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.