Coming from years of practice, Biggun has mastered the art of the Greatsword, capable of using his own weight to swing and cleave his opponents, Biggun has no problem lugging around his massive blade.
You gain the following benefits as long as you are engaged in combat with Greatsword.
+2 dice to all rolls with Greatsword. You may Defend against firearm attacks from any range using Greatsword.
You also gain the following effects:
The skin and eyes appear more grey and Edward looks slightly more undead than before
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Non-Living being when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
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 Holy is increased by 2.
Whenever Ottgeier takes a hit from his blunt, objects start drifting, shifting, or even launching as if guided by his hazy will. The higher he gets, the stronger his control, but his paranoia makes things unpredictable. If he thinks someone is looking down on him, they might just find themselves lifted in a way they didn’t expect and finding their stash in someone's else's possession.
You gain the following benefits at all times. You must actively and obviously be using Anything you can roll and hit (Cigarettes,Blunts etc) to gain the benefits of this Effect.
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 4 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:
Possession of this Power grants the following Battle Scar: Thief atair (Disfigured).
Possession of this Power grants the following Trauma at all times: Paranoia and Stash (Kleptomania).
A Veteran's jacket that seems to catch or deflect an incoming attack with a ghostly hand, protecting the last member of the 7th Reconnaissance Division for Royal Army Service, Spectre Company.
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
Your Armor’s rating is increased by 2. If you Attack, Clash, or initiate a Contested roll, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
Ringer
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. 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.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. Does not affect Injuries suffered as an activation cost for Effects.
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.
This jewel is embedded in the flesh of the user's throat, taking the form of a large suprasternal notch piercing. It will not work without being located there. Should it be removed, the user will have a wound where the jewel used to rest, as it is torn from the flesh.
Should any undead attempt to hold or use the jewel, they will take injuries as their body slowly turns to gemstone matching the hue of the Obsidian Amethyst, but containing none of its power. If this causes death, then all that remains is a statue of the victim, brittle as only gemstones can be.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
The undead cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
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 survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
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 mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
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.