Kyles brawn has now just bulked and he got kicked off the wrestling team as he has broken too many.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
he's just a harmless therapist
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:
Fighting fair is for people who aren’t cowards. You prefer to take advantage of when other people fight fair, chiming in with a well-timed strike or two that surprises the enemy while they’re distracted. You know, as they say, those with sharp wits should have even sharper knives... okay I don't know if they say that, but it sounds kinda cool.
You gain the following benefits as long as another hostile animate being (to the target) is within 5 feet of the target and 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:
Fexts are a form of Slavic undead that can be created through certain rituals or the intervention of malevolent forces at the time of death. unlike other forms of undead they do not decay with the visual changes of pale skin that lacks any form of blemish, wrinkle or freckle and having bright purple eyes, many Fexts have supernatural abilities including invulnerability and regeneration but all share a weakness to glass weapons.
The abilities of a Fext all originate from their soul rather than their body so it is permanent and impossible for them to cure.
You gain the following benefits at all times.
You are permanently and visibly transformed: Fext. You are considered to be a Sapient, Non-Living being when targeted..
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 Glass is increased by 2.
The suit is functionally bulletproof. Repeated strikes do weaken the threads, but the fibres manage to reassemble themselves after a short period of rest.
You gain the following benefits as long as you are wearing this Artifact.
You have 9 Armor, which only reduces damage taken from bullets. Any armor piercing effects from bullets are ignored. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
The ashen form of the phoenix burns with inner fire, replenishing flesh in a puff of hot smoke.
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 automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
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.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
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:
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:
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
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.
You gain the following benefits at all times.
Your senses are enhanced in the following way.