When successfully resisted any form of mental attacks, lingering essences let you trace it back to the source and figure out the effects
-"I'll search every corner if I must"
You gain the following benefits at all times.
You get +2 dice to any Mind resistance rolls you make.
I am no longer human, the, all remnants of such has left my body, and I am now a vessel for the growing spirit of the Wendigo, my body is cold to the touch, my heart frozen.
You gain the following benefits at all times.
You are permanently and visibly transformed: _Skin is pale and very cold_. You are considered to be a Sapient, Living being when targeted..
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)
While in Cold, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
After a while, Clyde has developed a supererogatory for food, or water, as well as, in dire cases, need for air. He does not degrade when he doesn't eat for days at a time, nor does he drink for days. He, for a time, holds his breath for hours on end, though eventually, he gets tired and goes to sleep.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
Maze has picked up a small amount of combat abilities due to his excursions beyond his own world. Yet, even with his inexperience, he's able to barely seem like he's even moving to deliver strikes, grapples, or attacks. He even positions himself in a manner that attacks swing wide or purposefully aims for the held target if he has someone in his paws.
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You gain the following benefits as long as Atlas is active and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 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.
You also gain the following effects:
Edgar, by his unique physiology & his profession, has little to fear from disease, poison, or most other toxins. However, the ghoul is a natural carrier for disease - & can continue to spread them even after the symptoms have passed.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
The user of this gift produces more sweat and body oils than your average person, and this happens to work perfectly in their favor. Since there is so much sweat it acts as a constant barrier between the user and any flame, and due to their infernal and oily heritage, their blood is also very deadly when consumed. However because of the user's infernal heritage they are also incredibly weak to holy and blessed objects such as bullets dipped in holy water for example.
You gain the following benefits at all times.
You are permanently and visibly transformed: Sweats more than average, has oilier skin which gives off a strange shine. You are considered to be a Sapient, Living being when targeted..
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
The Severity of any Injury caused by Holy/Blessed is increased by 2.
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:
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
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).
You also gain the following effects:
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.
You also gain the following effects: