Did that bullet just ricochet off of her?
You gain the following benefits at all times.
You have 5 Armor, which only reduces damage taken from Bullets. Any armor piercing effects from Bullets are ignored. Armor from multiple sources does not stack.
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.
When pain or distraction come, Chika focuses on the beauty and distinction of her dreams of becoming a hyper fashion ninja. And in focusing this way, Chika is able to push through, standing strong on her path to her dreams.
You gain the following benefits at all times. You must actively and obviously be using a harajuku inspired outfit to gain the benefits of this Effect.
Your Body and Mind Penalties are reduced to 0.
A heart shrivelled and wasted to ashes.... An unageing body... limbs and organs that mean nothing... pain that persists constantly... I am nothing beyond this.
You gain the following benefits at all times.
You are permanently and visibly transformed: A Black Heart, pale skin, black hair. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
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.
Possession of this Power grants the following Battle Scar: Wheezing.
Possession of this Power grants the following Trauma at all times: Vengful and I... Loathe Myself.
The Severity of any Injury caused by Holy Material is increased by 2.
Scales ripple over tsukihi or targets body pulsing.
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except demonic magic. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Possession of this Power grants the following Battle Scar: chronic pain and four eyes disfigurement.
Belle shrugs off attacks, seemingly coming back stronger
You gain the following benefits at all times.
Your Stress from Injuries is divided in half. Does not reduce Stress from Mind Damage.
Stress from Injuries acts as a dice bonus instead of penalty.
The imagination of Arthur, going about his rightfull duty, makes him strong. It protects him from the evil witches and wizards trying to conquer his mind.
He was tortured for days, leaving his face disfigured. The torture hardened his mind, making it harder for evil forces to take it over. His training has made him the best of the best, no warrior is as mighty as he is.
While you went to the parties, I mastered the mind.
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Possession of this Power grants the following Battle Scar: Disfigured.
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
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.
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 Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
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 2 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:
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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.