Mummies over time have developed the ability to avoid the need for food or water. They tend to have little time for such mortal uses.
You gain the following benefits at all times.
You may go five times longer than a normal human without sleep and air.
Instead of food and water, you must consume Tanis Leaf daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.
Rambley is an AI that presents himself as a small, purple raccoon, little else needs to be said.
You gain the following benefits at all times.
You are permanently and visibly transformed: Raccon. You are considered to be a Sapient, Non-Living Computer when targeted. Your Charisma is increased by 1.
Your Injuries no longer degrade with time.
You can squeeze through any cracks and passageways a cat would be able to.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Moe’s ongoing mutation has altered his brain chemistry. He now has the ability to completely disregard physical and mental strain, but his mental state and self control have deteriorated further…
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Possession of this Power grants the following Trauma at all times: When faced with a new opportunity to kill your opponent in combat, you must succeed a Self-Control roll to resist.
Wearing these gloves allows one to clear the distracting thoughts from their mind. There is only what is ahead of them.
You gain the following benefits at all times. You must actively and obviously be using gloves to gain the benefits of this Effect.
Your Stress from Injuries and Mind Damage is reduced to 0.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
just regular swinging
through strict and constant training the crusaders were made to strike to destroy their foes!
You gain the following benefits as long as you are engaged in combat with melee weapons.
Your attacks with melee weapons deal +3 Bonus Damage. Armor is fully effective against this damage.
"The marking behaves as a implant,once triggered my body take a more metallic texture"
You gain the following benefits as long as you have your a cog marking on my back.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: fear of hights.
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:
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.
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:
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.
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 ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects: