A friend sheen glosses over the eye, a faint vibrating can be heard around the ear.
Janus eyes and ears are supernaturally heightened through an object of the cult. His body strengthened from the numerous souls they died at the behest of the cult filling him with more ability then that of a normal person.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: self control against publicly denouncing any "cult" he sees and tell people why they should leave it..
Whenever attacked, I manage to take a lot less damage than I should, purely out of my sheer will to not let down my brother Chetming.
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 Frost. 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.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Paranoia. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You have been chosen by the Spirit of the first road, and have been blessed with powers that normal people simply don't understand. You have now become a better conduit for those powers.
You gain the following benefits at all times.
You are permanently and visibly transformed: Route Witch. You are considered to be a Sapient, Living being when targeted..
Your body is adapted to Drive and Mechanics. You receive +3 dice on non-attack rolls related to Drive and Mechanics.
It's hard to feel uneasy around such a charming, beautiful, All-American woman!
You gain the following benefits as long as you have your American Flag Tramp Stamp.
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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Grim has a set of horns that grow from his forehead, betraying demonic heritage. He can peel the skin from his arm, wielding it as a blade made from his blood and sinew.
You gain the following benefits at all times.
You are permanently and visibly transformed: Horns & Red Eyes. You are considered to be a Sapient, Living being when targeted..
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
You may make a +2 Weapon Damage Claw (Brawn + Melee/Brawl) attack without additional equipment.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Mell’s punches with flawless speed and precision, the impacts of each punch echo sharply throughout the air.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, Grappling, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
Possession of this Power grants the following Trauma at all times: Paranoia and Nightmares.
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:
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
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:
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.