Ghouls live below the earth, & solely subsist off human flesh. Over the centuries, they have adapted to this lifestyle, needing far less sustenance than a human. Close to the corpses that they feed on, Ghouls hardly seem to breathe, heart beating only a few times a minute.
You gain the following benefits at all times.
You may go five times longer than a normal human without sleep and air. You no longer age naturally, and supernatural attempts to age you fail.
You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.
Instead of food and water, you must consume Cadaver Flesh or Bone 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.
Marnie is an Aquaman-style mermaid, with light blue-gray scales covering much of her body (although her face and hands, as well as most of her arms, are barely touched, leaving it easy to imagine that the few scales that are there are makeup or tattoos). These scales are hard and cold to the touch. She is easily able to swim and survive in the water, finding it easy to traverse, and wishes she could call it home permanently.
You gain the following benefits at all times.
You are permanently and visibly transformed: mermaid. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1.
Your body is adapted to swimming. You receive +3 dice on non-attack rolls related to swimming.
While in the water, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
Possession of this Power grants the following Battle Scar: scales on the back of her hand, making it hard to use as normal.
Possession of this Power grants the following Trauma at all times: believes marine life is superior to humans.
Shelly is able to catch and falling children or other objects. She is also quite adept at throwing things.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
The grimoire of plagues and disease chooses George as its prophet, finally in the hands of a worthy holy man to spread forth its plague and destruction. Georgeโs body has been infected by the grimoire, it now does not feel the effects of poisons drugs or diseases as itโs systems have been fortified.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
Rob signs his stage name on the object and imbues it with Jazz Magic, hardening the exterior so it can not be destroyed.
This Artifact cannot be broken.
Arron understand the danger of bad weather and non-direct dmg start search for way make armor that help him live there and than hit him his Barrier work under the same principal what is temporarily whar if he make it to armor made of Ether energy
You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.
You have 5 Armor, which reduces incoming damage from all sources of physical attack except Arrows. Armor from multiple sources does not stack.
Your Armor protects you against Injury from non-physical sources as well.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country 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.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs 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 Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: 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 day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery 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 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). The target's Armor is fully effective against this Damage.
You also gain the following effects:
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive.
You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.