Working with illusionary magic, Tighe makes it impossible for any individual to subconsciously ignore the concept of who they specifically are.
You gain the following benefits as long as they are in a reasonable environment (somewhere where they could be, a random outfitin a secret facility wouldn't work, but wearing a lab coat in a secret lab would).
You 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 hour.
This Gift does not affect your clothes or equipment.
In battle, the skeleton endures strikes with unnatural resilience, its bones hardening against blows. Weapons glance off with a dull, stone-like impact, and each hit is met with a dry, creaking sound, as if the grave itself refuses to break it.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Possession of this Power grants the following Trauma at all times: Fear of the Living (Nightmare).
Archie is immune to all mundane diseases; his ability to power through them has always been freakish, but now he doesn’t even have to pretend nothing’s bothering him.
Whether it’s true or not, Archie is confident that the whole building would come down if he weren’t on call to do his job as the head secretary of the Bank of America Corporate HQ. Having a job like that, you can’t be out for any reason- he has no kids to speak of, and honestly loves the job. So, when he got sick and powered through it much more miraculously than he should have been able to, Archie made his first realization on what the Games might be doing for him.
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:
The earrings (or their transformed equivalent) infuse sunlight into the user, the more stressed they are, the more their body radiates light, their eyes shining like golden suns.
Someone who has shown themselves a worthy representative of a god's power may be blessed with more fitting abilities.
You gain the following benefits as long as you are wearing this Artifact.
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.
As digital human, Task can think faster than pretty much anyone.
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).
Possession of this Power grants the following Trauma at all times: Nightmares.
You also gain the following effects:
Neil's heart is now a withered, blackened thing, calcified flesh and congealed blood making it a solid core. So long as it persists, Neil's soul is capable of clinging to the mortal world, but if it is destroyed, he is banished. Even when "slain", his body continues to function.
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
While Incapacitated, your only weakness is the destruction of your withered, blackened heart, and if you take Damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. 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 Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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:
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:
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
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.