Your left eye suddenly changed, from dark brown to a dark teal with a slit pupil.
"I tried to figure out why it became this way, it could have been that golden pool.. It must've be.. But it isn't. I'll try to cover this up for now"
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 Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.
Possession of this Power grants the following Trauma at all times: Diving.
As Crane Wilmoth goes on more contracts, his latent moth-like abilities start to slowly open up to him which includes keen smell, adaption to flying in the dark and ultrasonic hearing abilities etc.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
While wearing this medal the bearer is protected from harm, unless that harm comes from a Law Enforcement agent. This effect will appear as the flickering image of Norton the First protecting the target from harm
You gain the following benefits as long as you are wearing this Artifact.
You have 4, which reduces incoming damage from all sources of physical attack except attacks from Law Enforcement. Armor from multiple sources does not stack.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
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.
Chimera Drago has been exposed to so much violence, and yet it is in the peaceful moments when it's true resilience developed, causing it to almost radiate energy.
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 the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to an active member of the Crimson Flame Guild. and reveal its power to them. They become its new 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.
Emily's genemods have continued to express in interesting ways. Her claws strengthen, and her pawpads can, at desire, become somewhat like suction pads. Along with this, her reflexes have improved further, and she's able to just move forward.
You gain the following benefits at all times. You must actively and obviously be using Gen-Wyld Auto-Injector Armband to gain the benefits of this Effect.
You may move easily and without a roll in any of the following situations.
Keys somehow always knows where he placed the Bathat and where and how it's been moved.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
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:
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.
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.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects: