Tam is a master of her art. Even when wielding the blades telekinetically, her hands make the appropriate gestures.
You gain the following benefits as long as you are engaged in combat with swords.
+2 dice to all rolls with swords. You may Defend against firearm attacks from any range using swords.
You also gain the following effects:
The sword shimmers a faint white every few seconds.
Upon the death of the viking Jerry after he accidently fell on his own sword during his first real combat. It just so happens the sword he stole from his father was an artifact he won from being the champion of Odin or some bullshit Jerry barely remembers now.
You gain the following benefits as long as you are wearing this Artifact.
You are permanently transformed into this Artifact.
You can perceive your surroundings as normal, and you may control the functioning of the object you have transformed into (for example, opening your doors if you are a car).
If you are broken, you cannot take any Actions until you are repaired.
If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.
You can use any Powers that do not require movement on your own. You must be wielded or equipped to use other Powers. You cannot use Artifacts or Consumables, but if you have transformed into a Legendary Artifact, you may use the other Effects attached to it.
Your passive Powers affect anyone who wields you.
Paulโs glasses emit an electric field around his head that is capable of weakening or even neutralizing incoming mental attacks.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
From the offset, nothing looks off about the user. However, as this Gift buffs the body, they will find that they need to be more careful. Pulling a towel off a bar might pull the towel off, or opening a car door might rip the door off the hinges. With enough raw power into the body, the world might even become closer and closer to cardboard, as the user gains increased amounts of strength and raw destructive power.
You gain the following benefits as long as 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.
Zedman doesn't falter, they don't let up; they're a beast in the game that doesn't care for the things around them. All that matters is what's coming, and here comes the ZedMan
'Til I collapse, I'm spillin' these raps long as you feel 'em
'Til the day that I drop, you'll never say that I'm not killin' 'em
'Cause when I am not, then I'ma stop pennin' 'em
And I am not hip-hop and I'm just not Eminem
Subliminal thoughts, when I'ma stop sendin' 'em?
Women are caught in webs, spin 'em and hock venom
Adrenaline shots of penicillin could not get the illin' to stop
Amoxicillin's just not real enough
The criminal, cop-killin', hip-hop villain
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
After enduring the hell of the contracts, Mako pushed the limits of how long he could maintain his burst of speed, and now has managed to build up his endurance to the point that he can now indefinitely sustain and control how fast he can be.
You gain the following benefits at all times.
You can run at four times your normal movement speed.
While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive 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.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
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:
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 each hour. 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.