Eden's fire and dragon flesh within them cauterizes and gradually heals any injuries they receive.
You gain the following benefits at all times.
Any Injury you receive from a source other than extreme cold 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.
Injuries you receive from extreme cold are increased in Severity by 1.
Whenever Ottgeier takes a hit from his blunt, objects start drifting, shifting, or even launching as if guided by his hazy will. The higher he gets, the stronger his control, but his paranoia makes things unpredictable. If he thinks someone is looking down on him, they might just find themselves lifted in a way they didn’t expect and finding their stash in someone's else's possession.
You gain the following benefits at all times. You must actively and obviously be using Anything you can roll and hit (Cigarettes,Blunts etc) to gain the benefits of this Effect.
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 4 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:
Possession of this Power grants the following Battle Scar: Too many Munchies (Weak stomach) and Thief atair (Disfigured).
Possession of this Power grants the following Trauma at all times: Paranoia and Stash (Kleptomania).
This causes pale skin on a permanent basis and when used to adapt to an environment causes a glow around his body as he is channeling the spiritual power as a shield around his body, protecting it from harm.
This is like a spiritual forcefield. JP is channeling their energy as a cover.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, and air. You no longer age naturally, and supernatural attempts to age you fail.
You may Exert your Mind to adapt to your current environment for three hours. While adapted, you do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.
You are a small jungle dwelling vampiric imp. You has red skin, and long limbs with tube like fingers.
You gain the following benefits at all times.
You are permanently and visibly transformed: Red skin, No teeth, Tube fingers, Yellow eyes. You are considered to be a Sapient, Non-Living being when targeted..
Your body is adapted to Climbing. You receive +3 dice on non-attack rolls related to Climbing.
While in Forests, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
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.
The Severity of any Injury caused by Gold Weapons is increased by 2.
The user never lies or atleast no one can tell when he is, he’s always had the same face, same smile, same look no matter the circumstance, it’s almost robotic…
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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:
Clint always holds up his denims with one of his signature cowboy belt buckles. When he wraps his belt around his hand and protects his knuckles with it great things happen.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Belt buckle to gain the benefits of this Effect.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is reduced to 1/2, rounded up against this damage. You may React to and Defend against firearms and other projectile attacks.
You also gain the following effects:
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
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:
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.