The aquamancer is an adept swimmer, and moves with the same agility that most people have on land.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
As you fall, the bones of birds past rattle and shake, temporarily granting the wearer tattered bird's wings, good for no more than gliding.
You gain the following benefits as long as you are wearing this Artifact.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
The mushrooms have created a symbiotic relationship with the body, changing it's physiology to better suit the needs of both the mushroom and the host.
You gain the following benefits at all times.
You are permanently and visibly transformed: Several of my organs have been replaced with mushrooms, and instead of bleeding I leak blue spores. You are considered to be a Sapient, Non-Living being when targeted. Your Charisma is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
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: Sun Averse.
Possession of this Power grants the following Trauma at all times: Afraid of the light.
The Severity of any Injury caused by Fire is increased by 2.
Dr Graves, being undead, is immune/resistant to disease and toxins (with one reason being the ability to completely stop bloodflow).
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
When active, his eye glows faintly red, pulsing like a living ember. Observers feel a creeping unease, as though he sees through the fabric of reality itself.
Dorian’s awareness comes from the unsettling realization that his world is governed by hidden rules, like a game. As a barkeeper, he feels the subtle shifts in reality, perceiving the underlying structure of life. This awareness isolates him, making him an observer of his own existence, yet it grants him the ability to subtly influence the flow of events, nudging reality within its unspoken limits.
You gain the following benefits as long as you have your A red glowing eye.
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).
Possession of this Power grants the following Trauma at all times: Nightmares.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Your facial features are blurry and indistinct, and it's a little nauseating to try and pick out any specific details with the way they shift and writhe. Something about you feels far too tall for how tall you are. Something is very, very wrong.
You gain the following benefits at all times. You must actively and obviously be using a piece of quartz weighing exactly 21 grams to gain the benefits of this Effect.
You are permanently and visibly transformed: blank. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Intellect is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your appendages have 30 feet of reach.
Possession of this Power grants the following Battle Scar: Weird Inside - All rolls intended to diagnose or treat you medically are made at a -2 penalty.
Possession of this Power grants the following Trauma at all times: Unforthcoming - Roll Self-Control to be able to consent to any form of tracking or monitoring, or to volunteer any information that could potentially be personally identifying.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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:
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
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.
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.
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: