Chamael's head glows, ever so slightly. His halo pulses with light when it resists an effect or ability.
You gain the following benefits as long as Alternate Form is active.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Ghosts, deities, the passage of time - whatever is used to describe the 4th dimension, is just a facsimile of the human attempt to place everything into neat little boxes. Delphyrion, in this search for what they cannot perceive, has fallen into some sort of liminal space. What used to be a public figure is just an outline, a symbol of the passage of time as they progress through their life.
Those who try to look at them can barely see this cross-section, eyes glazing over before they could grasp who or what Delphyrion might be.
You gain the following benefits at all times.
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.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: Paranoia: You have a natural distrust of everyone around you, and are always on edge looking for threats.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
To prepare her loyal minion for the eventual transformation that will come in time, she has blessed him with one of the many gifts that will come with being a werewolf. To better prepare him for what will happen and have the more finesse edge of control.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The sacred blood running through Lucan's veins grants him additional strength.
You gain the following benefits at all times.
You are permanently and visibly transformed: Dark red veins. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
filler
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 300 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 6 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Damaged Photo receptors (+2 difficulty to vision) and Alien Presence (+2 difficulty to social rolls). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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: Filler, (Cautious Programming) Compulsion to Check, and (Calculations) Nightmares. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Like a bird of prey, her hands hold a tight iron grip on what she holds. Her innate ability to use short blades, like a dagger, reflects the possible innate usage of her farthest ancestor's claws.
You gain the following benefits as long as you are engaged in combat with Knives.
+2 dice to all rolls with Knives. You may Defend against firearm attacks from any range using Knives.
You also gain the following effects:
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
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:
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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.
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:
You never know whether or not the musician's death is merely part of the performance.
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
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. 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.