Edgar has the sensory capacity of a ghoul: that is, a nose keen as any Bloodhound with a specific focus to locating corpses, as well as hearing able to pick up frequencies both above & below human perception. He is capable of using this extraordinary sense for echolocation, producing a "meep" that is beyond the range of human hearing. Even more revolting, his long, thin, pebbled tongue has an incredible degree of sensitivity...Edgar never forgets a taste or a face...often the same thing.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
A childhood fear of ever, ever, being stuck again has given The Dive the ability to free himself--should any such situation ever happen again.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Possession of this Power grants the following Trauma at all times: Claustrophobia: You are incredibly afraid of enclosed or tight spaces; you must roll Self Control to ever be in, or allow yourself to stay in, any such spaces..
A handbound leather notebook, with weathered pages and many leather carvings over its surface.
This Artifact is indestructible.
If this Artifact is lost, in tact, and in no one’s possession, it finds its way back to you during the next Downtime.
You are always aware of the direction and distance to this Artifact.
If this Artifact is touched by someone other than you, you are alerted and learn the toucher's appearance, direction, and distance at that moment. You may use a single investigation Effect on them once at any range.
Lorenzo is the perfect embodiment of the benevolent ruling class; even if you don't agree with him, its hard not to like him... at least, so long as he's paying.
You gain the following benefits as long as you have engaged in some sort of financial transaction with whomever is being affected by the use of this Gift.
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:
Hudson has hunted Varmints for a while. He knows how to hit fast.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Bev mimics breathing for the fluidity of human motion, the natural-inefficiency that marks humanity. If closely observed though, it can become clear that she is not. When she feeds on electricity, there is clearly some manner of plug or cable ported into her neck.
Eating. Sleeping. Breathing. Functions pivotal to life. Inefficient requirements that limit the greater potential of mankind. Everything must be fueled, though -- Bev has just chosen to go about it more 'efficiently'. Straight from the tap.
You gain the following benefits at all times.
You no longer require any sleep or air in order to survive.
Instead of food and water, you must consume electricity by way of a home electrical outlet (or equivalent) for one hour 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.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword 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.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
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.