A blur spits past you, you look forward and what do you see? Absolutely nothing. What was it? Was it a small train? Was it perhaps a car? No, it was just an idiot whose legs go fast and vision blurs out. A streak of whatever color he was wearing follows closely behind his running
You gain the following benefits as long as Has consumed speed within the past 30 minutes..
You can run at three times your normal movement speed.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
Johnny Rook is just waffling, usually a bit too much
Voice sounds similar to those he's just been talking to, like a sapient parrot.
Johnny can only communicate to English speaking humans and other caracaras, all other animals are off limits.
You gain the following benefits at all times.
You may understand and communicate to humans as if you are fluent in a relevant language.
The curse of vampirism has increased the Cross-Eye's power thanks to the properties of Vitae, along with the abilities inherent for being undead as a Lasombra Kindred.
You gain the following benefits as long as your body isn't touched by sunlight.
You are permanently and visibly transformed: by having lighter skin, fangs that can retract, and a lack of a reflection. You are considered to be a Sapient, Non-Living being when targeted. Your Dexterity is increased by 1.
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Trauma at all times: Trypophobia.
The Severity of any Injury caused by Fire is increased by 2.
Autumn's amber eyes lock onto the offender's weapon of choice, in the same instant her body is set into motion, fluid and graceful it flows around the strike, almost as if the woman anticipated where the blow would land, moving just an inch out of reach over and over again in a dance that's as deadly as it is mesmerizing.
"Being reactive is a mistake, letting your opponent take the initiative, box you - it is the equivalent of handing them the role of a butcher while dawning the mantle of a scared little lamb - sufficed to say you'll end up on their dinner plate by the end of the day - use your head instead, don't solely rely on your reflexes - those can only get you so far, anticipate the squeeze of the trigger, move just before they strike, throw them off, surprise them, a flustered target makes mistakes, mistakes you should capitalize on."
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 +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.
Bill keeps his important possessions stored in a pocket realm which he can access through the sleeve of his shirt.
Spend a Quick Action to activate. This Effect cannot be used unless you have sleeves through which to store/withdraw items.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a ziploc snack bag (1 liter), and you may store up to 7 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
You have a particularly keen 'sixth sense' for detecting movement nearby. Technically, it's a semi-vestigial proto-organ running parallel to your cheekbones, from your nose to your ears, which picks up minute changes in air pressure and faint electrical signals, but why would *you* know that?
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Battle Scar: Eerily Aware - *How do you know where they aaarreee?* Except for when you're trying to creep people out, you make all in-person Social rolls at +1 difficulty. The Beautiful asset is repressed while you have this scar.
Finally, the girls are fusing the way they’ve wanted to since they began Contracting, three and a half years ago. It took Grace’s 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 Spirit’s ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spirit’s: 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 mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
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).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.