By pulling at the threads of reality you can move things with your mind, faint silvery strings can be seen on the tips of your fingers and on the target yet they do not connect.
The battle scars are because the body is not adapted warping reality
The nightmares are caused by the strain on the subconscious mind when it is not natively their
You gain the following benefits as long as you are wearing this Artifact.
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 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Enervated. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Nightmares. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
He doesn’t blink nor flinch when shooting a firearm. He shows inhuman levels of concentration while wielding a gun.
Top of his class in sharp shooting and overall weapons expertise. Those grades are in sharp contrast to his performance in nonviolent deescalation.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
As the user uses their ability, the hand can clearly be seen moving oddly in consideration to what the user is doing telekinetically, blocking attacks outstretch the fingers, catching or grappling targets encloses them, throwing targets points the fingers, and so on so forth.
You gain the following benefits as long as you are wearing this Artifact.
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 2 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Lost hand. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Roll self control to use this ability to harm individuals the user deems as innocent. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Nothing looks out of the normal, It looks like he aims with great precision as well as reloading and pulling his Firearms out with great haste.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
You gain the following benefits as long as It only appears during the Holy Gundam Phase and you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
the saint, once weak and frail, was taught much by his friends, and has mastered that which once eluded them.
You gain the following benefits as long as you are engaged in combat with Spears.
+2 dice to all rolls utilizing Spears.
You also gain the following effects:
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
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.
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.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
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).
You also gain the following effects: