The user wears on the usual clothes that allow him to blend in. Furthermore, the dark tone of his hair along with the dirt and markings set on his face make the user specially hard to find when in a natural environment, however he certainly sticks out like anyone else in an urban environment.
It's just camouflage and blending in. Simple as.
You gain the following benefits as long as you are in a natural environment.
You and any clothes or equipment you are wearing are partially obscured from sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 day.
Synok's spent a embarrassing amount of time in his backyard with mall ninja throwing knives. Surprisingly, he's gotten incredibly good with them.
You gain the following benefits as long as you are engaged in combat with throwing knives.
+2 dice to all rolls utilizing throwing knives.
Possession of this Power grants the following Battle Scar: one eye.
You also gain the following effects:
You have mastered & perfected a self-taught semi-spiritual "Eight Ways" fighting technique that has been imbued to you in the way of sacred ink which you display head-to-toe.
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).
Possession of this Power grants the following Battle Scar: Full-body Sacred Ink: You are tattooed head to toe in sacred ink and writing; this is highly unusaul & recognizable--and sometimes socially complicating..
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
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:
He strikes hard and lethally when he always wears the ring.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Vertigo. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
You also gain the following effects:
Lucas Arrete has finally come into his own, the horrifying changes of his physicality have at last transcended humanity completely in at least one regard. His visual acuity, his reflexes, and all other manner of sensory input have pushed themselves beyond the threshold of normal and into the supernatural. Now a full cainite through the horrible diablerizations he has committed time and again with his victories, he has won his place within the vampiric cohort through blood.
You gain the following benefits as long as So long as Lucas has fed on blood in the past 8 hours and you have your Large jaundiced yellow eyes.
Your Perception rating is increased by 3. 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).
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:
Harry Johnson was haunted by the faces of those he had failed, each one etched into his mind like a scar that wouldn’t fade. Driven to the edge, he chose to blind himself, hoping that darkness would bring him the peace he so desperately sought. But in the depths of his self-imposed blindness, he found no escape—only a curse that bound him even more tightly to the world he longed to leave behind.
As his vision faded, his other senses sharpened in ways he could hardly bear. It was as if the spirit of Sukhman Odikhmantievich, a mystic bogatyr from his lineage, had awakened within him, refusing to let him turn away. Sukhman was known for his uncanny ability to see beyond sight, a gift for perceiving the world’s hidden layers. Now, that power had passed to Harry, manifesting as a twisted gift that denied him the relief he had sought in blindness.
At first, Harry didn’t understand what was happening to him. His sense of smell became overwhelming, every scent pulling memories to the surface as if they were embedded in the air. He could smell the faintest traces of sweat, metal, and fear lingering around him, scents that brought back battles he thought he’d left behind. Each breath became a reminder of those he had lost, each scent carrying the echoes of faces and voices he could not forget. It was as if the world around him refused to let him go, holding onto him with the smells of sorrow, blood, and regret.
Soon, he discovered that his hearing had intensified, too. Every sound reached him with brutal clarity, each noise carrying a sense of purpose he couldn’t ignore. He could pick up the faintest whisper from across a room, distinguish the intentions behind movements, and feel the emotions in people’s voices. The softest sigh, the quietest scrape of a blade—everything spoke to him, telling him more than he wanted to know. Silence brought no peace, only a tense anticipation that something would break it, each sound pulling him back to the present, refusing him the respite he had hoped to find.
But the most unsettling discovery came when he began experimenting with music, trying to find solace in the familiar tones of an instrument. It was only then that he realized the full scope of his curse. When he played a note on a flute, a string instrument, or even a drum, he found that the sound reached out into the world, bouncing back with a picture of his surroundings. Each note provided him with a map—a way to “see” without sight, an echolocation that formed a mental image of the space around him. Yet, every time the sound returned, it carried something extra—a ghostly whisper, a faint echo of voices from his past, like the world was forcing him to confront the memories he’d tried to bury.
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: Complete Blindness.
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:
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.