Whether it is the exposure to the swamp, or the fact that he doesn't look too close when he eats, he seems to never really get sick. He fishes where the radiation is apparently dumped and has no real issues.
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:
Possession of this Power grants the following Trauma at all times: Acrophobia.
Using his knowledge in magic, Raz infused his body with magical tattoos which seep Mana into his body, increasing his intelligence and dexterity by having magic shoot through his muscles, neurons and nerves, along with electricity, and may possibly increase more, if he grows stronger, though it increases his hatred of necromancers, and zombies by association, to the point of wanting to kill them on sight if he sees them
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your body is adapted to Evasion. You receive +3 dice on non-attack rolls related to Evasion.
Possession of this Power grants the following Trauma at all times: Obsession with killing necromancers/zombies.
Their skin is smooth, their hair is like silk, and their smile can melt even the coldest of hearts.
Their mark glows a faint golden hue, giving it a metallic-like shimmer. It connects and weaves into other scars lining their body, and will pulse when the effects are used. Their hair also gains a reddish tint, even when dyed.
The moon portion sits neatly between their collarbone while the cross dips down to their chest. Yes, this placement is on purpose.
You gain the following benefits as long as you have your Mark of Lilith (a golden crescent moon with an inverted cross).
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).
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:
time almost slows down as you doge almost anything
You gain the following benefits as long as you have your left eye.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: missing finger.
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:
Wei's senses are incredibly well-tuned, their precision being owed to the strange methods by which natural parasites find food in the wild. It is unsurprising that The Menagerie would, too, develop similar methods of hunting down larger game.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
A carving of a sunrise that slowly, almost imperceptibly, shifts to follow the position of the sun.
When unattended, a pair of ghostly green hands hold the weapon. It appears to move of it's own violtion, though it serves Edith faithfully.
When recalled, The Maiden disintegrates into nothingness, then reconstitutes itself with arm's reach of Edith.
Artemis' brother, Apollo, has noticed her interest in this mortal. She appears to be preforming great feats and makes for an excellent ballad. The only issue is that Apollo hasn't gotten in on it yet, so he has granted The Maiden a Mark of the Dawn. Giving it his personal protection. In the event it gets lost, he'll even pick it up on his chariot and deliver it back to Edith. It wouldn't make for a very good story if it just got lost in the woods somewhere, now would it?
With the twin gods blessing's, The Maiden has awakened, gaining the ability to operate almost independant of Edith.
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.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
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.
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:
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects: