A light draft of air swirls around his body, lifting him slightly and making them feel almost weightless. Carrying his body on the currents of the winds and allowing him some form of flight.
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"Flight had been an aspect that I didn't think I'd get, I was just too heavy, much less not a full weasel like my friend. After jumping down a flight of steps because I was feeling energetic I ended up realizing something, I can glide. Taking it to the next level, carefully, I jumped off the top of my garage, with no pain or even stress. Higher even, a tall tree next, which eventually led to me gliding for a few feet till I landed. Of course not out in the open per se but it was thrilling."
You gain the following benefits at all times.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
Time moves differently when you're focused. The mind transcends, working faster and more efficiently. Thoughts flow freely, reactions turn instant, and your surroundings seem slower. For most, reaching this state of flow is only possible under a set of specific, challenging circumstances-- but for Ky, it's a simple matter of clearing his head and acting on first instinct.
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).
You also gain the following effects:
Amarjeet prefers the telescoping baton or the striking spur on her cybernetic leg for those times when close combat is necessary.
You gain the following benefits as long as you are engaged in combat with Eskrima Weapons.
+2 dice to all rolls with Eskrima Weapons. You may Defend against firearm attacks from any range using Eskrima Weapons.
You also gain the following effects:
Guido will never grow larger than the egg he hatched from, a side effect of the massive amounts of Temporal Radiation he was subjected to in "transit."
This mutation is also responsible for Guido's genius level intellect.
Not directly related to mutation, it seems that the fossil record failed to record his particular type of Diplodocus is an arctic variety, adapted to cold weather with a feather coat & insulating fat reserves. When faced with extreme heat, Guido has learned to dissipate the heat through his psychic shields, causing a flaring visible to the eye when this effect occurs.
It should be noted that Guido is effectively an animal despite these qualities.
You gain the following benefits at all times.
You are permanently and visibly transformed: Tiny Sauropod. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1
Your body is adapted to Sprinting. You receive +3 dice on non-attack rolls related to Sprinting.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
Your body provides you with the functionality of Welding Tools. If used to attack, these "tools" use the same stats as a small knife.
You cannot wear standard human clothes, and using many sorts of vehicles and facilities is difficult.
You cannot speak any coherent verbal language and must resort to other means of communication.
While not being actively observed, the wearer appears indistinct and translucent, often being dismissed as a trick of the light or an odd patch of shadow.
You gain the following benefits as long as you are wearing this Artifact.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
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 at all times.
Your Perception rating is increased by 1. 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).
You never know whether or not the musician's death is merely part of the performance.
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.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. 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 ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.
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.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.