Your injuries simmer with heat and flicker with flame, your body filled with the power of Fire. Your injuries burn into ashes and new growth appears. The fat pops and meat sizzles. Only ashes remain. The cycle continues.
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: flaming wounds that char your flesh and burns anything neat it, leaving ashes and peeling skin..
An invisible force surrounds him, unseen and unnoticed by all but a supernatural eye is a monstrous beast with a long weasel-like body. Adorned with long sharp claws and gnashing teeth it is aggressive in protecting its host and lashes out when threatened.
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The yokai Kazarisu is shaped like a long-furred body animal, similar to that of a weasel of some kind. Stretching to be around 1 foot long ending with two short legs on one end and a head on the other, its paws are long sharp claws that can easily hook into and slash at prey. The beast has a white coloration to it with a black-tipped tail, and eyes of shimmering blue, and inspects anything that comes close as it hides itself on Ricter.
Interestingly enough, no one can see it, touch, or even feel it- until someone attempts to bring harm to its host, in which it will attack with its claws or teeth, aiming to blunt the damage somewhat and retaliate. However, when his host is damaged they work to stop the bleeding in some way, using its supernaturally healing saliva to seal wounds.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming Damage. 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. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
As a superhero, Alan is able to express himself far better than he can normally. The raw power of his personality is enough to bend the rules of the world around him-- things instead operating as they would in a TV show or comic book. The emotional states, as well as truths/lies he can ascertain from other people appears as a set of narrating text bubbles from Alan's personal perspective.
You gain the following benefits as long as you are in your Superhero Form and you have your animated, circular eyes.
Your Charisma rating is increased by 2. 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).
Possession of this Power grants the following Battle Scar: Animated Character: You appear to be ripped straight from a comic: your eyes stretch and squeeze with your emotions, your movement shifts between frames, and a dramatic flair follows you wherever you go. You are obviously supernatural and easily recognizable and True To Heart: You are bound to uphold your moral code. Whenever you fail a Murder, Lifesaver, or Injustice limit check, you psychosomatically take a Severity 1 Injury.
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:
Afflicted by a mysterious strand of shark zoanthropy, Grace leverages her newfound instincts in tandem with her already extraordinary detective skills. Whenever she focuses on these abilities, the color in her eyes shimmer and shift like a moving tidal wave.
You gain the following benefits as long as you have your piercing, ocean-blue eyes.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Never Ending Pursuit: Your body burns significantly more energy while awake, and thus requires constant movement to intake oxygen. While you are conscious, anytime you are not actively moving in a direction, you are considered to be holding your breath (see breathing rules) and will suffocate if you are immobile for too long.
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:
Andrew Guy is so unimportant that life just sort of... forgot he was there. As such, his biological needs are suspended until life remembers he exists.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
Flames jump out from underneath Cinder's skin, rebuffing the attack and lashing out at the assailant.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Water. 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. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
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:
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 are not in direct sunlight and you have fed on fresh human blood in the past 24 hours.
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.
The Severity of any Injury caused by fire and heat is increased by 2.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.