The result of arcane secrets imbued into an artificial frame to create an intelligent weapon, Rei is a hybrid between magic and machine. As such, their frame is half organic and steel, granting them heightened physical and logical ability. Additionally, their voice is partially synthetic, their words spoken as if through a filter.
Their implanted weapons deploy out of their hands, with their left replacing its fingers with steel cylinders capable of rapid, automatic gunfire, and their right able to blast precise magical missiles from their wrist.
Magic Missile Propulsors Stats (Right Hand): +1 Damage, 50/100/150 Range, Reload 4. Laser-Dot. Light Pistol equivalent.
Modular Hand-Gun Stats (Left Hand): +2 Damage, 200/400/600 Range, Reload 4. Ignores 1 Armor. Laser-Dot. May Full Auto Sweep at +2 Difficulty. Submachine Gun equivalent.
You gain the following benefits at all times.
You are permanently and visibly transformed: heterochromatic, cybernetic left eye. You are considered to be a Sapient, Living Computer when targeted. Your Dexterity is increased by 2 and your Intellect is increased by 2.
You may make a +2 Weapon Damage left integrated modular handguns [laser-dot submachine gun] and right magic missile propulsors [laser-dot light pistol] attack without additional equipment.
Possession of this Power grants the following Battle Scar: Cold, Robotic: Your lack of ability to convey emotion, combined with your inhuman features, makes social interaction more difficult. All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar and Cyborg Features: Technological augments mark your body. Your frame is partially steel, your voice is synthetic, and your eyes are heterochromatic. You are easily recognizable and alienated from others.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
Possession of this Power grants the following Trauma at all times: Electric Sheep: Your sleep is plagued with horrible nightmares of your creation, your artificiality clashing with the life within you. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
The Severity of any Injury caused by electricity is increased by 2.
If not already, the sidearm becomes a solid black, blending into the silence as it's parts silently slide in fluid motion
You gain the following benefits as long as engaged in combat with Side arm.
Your attacks with Side arm deal +3 Bonus Damage. Armor is fully effective against this damage.
Possession of this Power grants the following Battle Scar: Your hands are charred black, and stained red as if soaked in blood.
You also gain the following effects:
Your body tenses as you use all the muscles in your upper body to throw your axe as hard as you can.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with Axes.
+2 dice to all rolls utilizing Axes.
You also gain the following effects:
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level each Round. 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.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
If you do die, as long as a piece the size of a finger remains, you may fully regrow back to life from it. This takes a full month and you must be in a habitable environment.
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.
Mansquito has undergone training in the martial arts, and developed his own fighting style. Now able to maximise the force of his punches, no evildoer can stand in his way!
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.
You also gain the following effects:
Trev wears his titanium plated pocket watch in his front chest pocket of his overalls. The watches' chain is secured to his overalls near the button of his left strap.
You gain the following benefits as long as you are wearing this Artifact.
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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
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.
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 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.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
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 and everything you are carrying is 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 or your equipment specifically 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.
You may turn this Effect on and off at will during its duration.
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.
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 mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.