Those that worship the Goddess eventual have been given the power to come back from death itself. Through the power of my ring and the ancient seal I have been able to come back as I was before. My body turns into ash as a few items scatter.
Ritual of Nephys: My ring must be taken back to an Altar of Nephys. A short ceremony is performed and my body is returned.
You gain the following benefits at all times. You must actively and obviously be using Seal of Nephys to gain the benefits of this Effect.
If you would take an Injury that would kill you, you donโt die. Instead, you survive in an Incapacitated state, though you appear dead to any means of detecting life. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + twice your ________, or if you take an Injury with Severity greater than twice your rating in ________, 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.
You gain the following benefits at all times. You must actively and obviously be using Surgical Equipment to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Your supernatural strength and sheer instinct allows you to fight effectively in hand to hand combat with no experience in martial arts.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 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:
As a Candyman, one must be like all candies. And in the world of candy, no sweet is tougher than a Jawbreaker. It lasts for hours. Bismarck has learned to carry the mindset of one, and now resists his pain just the same as a Jawbreaker lasts in the mouth for hours. His gob-- or rather, his self-- cannot be stopped (Ha!). An autopsy or similar investigation reveals that his pastry brain has chunks of jawbreaker strewn about in it; a sort of cake-candy mixture. His skin, too, has tiny pieces of red, blue, and yellow color that are typically seen in jawbreakers.
You gain the following benefits at all times.
Your Body and Mind Penalties are reduced to 0.
Orlando has a spirit inhabiting her body, which she has control over. The spirit can interact with the outside world, picking up objects and harming people with its cold grasp. When using this ability, Orlando's skin becomes even more pale than usual, and a slight haze sets over her whole body, as if she is stuck in a mirage.
A cold gust of wind presses against your stomach, followed by a stinging feeling. No blow was received, and yet your stomach turns a purplish brown from bruising. You are no longer safe in your own home.
You gain the following benefits at all times.
You can 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 1 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 Trauma at all times: Nightmares.
Emily's genemods have continued to express in interesting ways. Her claws strengthen, and her pawpads can, at desire, become somewhat like suction pads. Along with this, her reflexes have improved further, and she's able to just move forward.
You gain the following benefits at all times. You must actively and obviously be using Gen-Wyld Auto-Injector Armband to gain the benefits of this Effect.
You may move easily and without a roll in any of the following situations.
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.
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.
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 mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
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.