Leon's senses are evolving in unexpected ways, the offerings he'd once received to gift unto Amaterasu, Tsukiyomi, and Inari turn to ash in his hands now when he receives them at the end of his jobs. Cruel laughter echoes in his mind as if to inform him that he no longer has the luxury of the shelter provided by the divine, and as this newest evolution begins, Leon feels something wrong begins to occur. His illusory self began manifesting his authentic self, supplanting itself over his desired imaginary identity. It was all Leon could do to contain it conditionally into the fox mask he had worn as a mockery of others. A presentation of the authentic self as a mask over the false self. Now, it exists as a mockery of the self, a mirror reflecting a twisted shadow. A reflection that he could no longer deny as the shadows with his face drew closer in his dreams. Trapped now in his new reality, it is cruel that he can no longer close his eyes and shut out the truth. The screaming will not be silenced; the smell of her blood will never leave his senses. He can no longer hide behind closed eyes or ignore the festering rot he feels inside. All he can do is don the mask.
You gain the following benefits at all times. You must actively and obviously be using an Inari Mask to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Coriolis can easily throw objects with telekinesis.
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:
Because of the girlsโ joint life force, Grace cannot be killed by mundane means. Perhaps she never could, or perhaps she hit a benchmark in power that solidified this. The only thing that can truly take her down is the removal of her belt of dead manโs hair, and of course, an exorcism. On the event of her death, Obedience and the rest of the menagerie leave with a heartbroken wail as all of Graceโs injuries, hunger, thirst, and exhaustion that were prevented by her catch up and wither the girl into a bloody husk.
When Grace and Obedience first met, Obedience saved her life. She had been fatally wounded, curled on the pavement and crying in a pathetic anger before her attacker. Neither of them wanted her to die, and that is the reason they joined in the first place. Light filtered through the blue, wraith-like form of her future best friend became some perversion of the light at the end of the tunnelโฆ and she woke up healed.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you donโt die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
While Incapacitated, your only weakness is a proper exorcism, 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 never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. 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.
WareTech, when properly fitted, can expand the user's senses to show them electromagnetic fields and electric signals in their vicinity. This feature is generally disabled to save on processing power, but can be enabled at will as long as the user concentrates on it.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
A chemical Vihn synthesized from liquid made to keep a brain alive derived from alien technology. This Green somewhat slimy drink enhances the brain by almost 3x its limits!
You gain the following benefits as long as Must Drink a vial of Synthesized Brain Juice Chemical every hour.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
You are a soft, cute and cuddly toy, switched to perfection. Though not having bones or muscles, you still move and speak.
You gain the following benefits at all times.
You are permanently and visibly transformed: Made of fabric, filled with stuffing, stubby limbs, resembles a creature. You are considered to be a Sapient, Non-Living being 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)
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
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 are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
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.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
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 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 Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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: