Your injuries burn shortly after taking them, scabbing quickly and stabilizing. Over the course of a day, battle scars heal back.
Liv found a particularly tough and resilient demon, summoned it bound it, and ate its heart in a ritual designed to transfer its ability to recover to her.
You gain the following benefits at all times.
Any Injury you receive from a source other than weapon blessed within the last month by a priest, monk, rabbi of any religion. 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.
Injuries you receive from weapon blessed within the last month by a priest, monk, rabbi of any religion. are increased in Severity by 1.
Grovetenders are makers of wisps and great gardeners, jagaras may be young and untrained, but he will grow, and he will learn.
grovetenders are large creatures, young tho he may be, his growth is still magnificent. he is 9 feet tall, and quite wide as well.
You gain the following benefits at all times.
You are permanently and visibly transformed: Grovetender. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
Your body is adapted to Mask Making. You receive +3 dice on non-attack rolls related to Mask Making.
Possession of this Power grants the following Trauma at all times: Cultural artifact: mask- masks are a massive part of grovetender culture, should a mask go missing or be taken, the tender in question will focus on finding or reclaiming the mask, before anything else..
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
A carving of a sunrise that slowly, almost imperceptibly, shifts to follow the position of the sun.
When unattended, a pair of ghostly green hands hold the weapon. It appears to move of it's own violtion, though it serves Edith faithfully.
When recalled, The Maiden disintegrates into nothingness, then reconstitutes itself with arm's reach of Edith.
Artemis' brother, Apollo, has noticed her interest in this mortal. She appears to be preforming great feats and makes for an excellent ballad. The only issue is that Apollo hasn't gotten in on it yet, so he has granted The Maiden a Mark of the Dawn. Giving it his personal protection. In the event it gets lost, he'll even pick it up on his chariot and deliver it back to Edith. It wouldn't make for a very good story if it just got lost in the woods somewhere, now would it?
With the twin gods blessing's, The Maiden has awakened, gaining the ability to operate almost independant of Edith.
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 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.
The Kitsune's magic fuels her ability to move her body with uncanny agility. Her tail flickers with subtle blue flame when demonstrating agility beyond mortal ken.
You gain the following benefits as long as you have your Second Tail.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (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:
You gain the following benefits at all times. You must actively and obviously be using Leather Glove with 8 pronged wheel to gain the benefits of this Effect.
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 4 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:
Possession of this Power grants the following Battle Scar: Squishy head.
Possession of this Power grants the following Trauma at all times: Absolute Coward.
Zorro is well prepared and always a step ahead of them filthy crooks
You gain the following benefits at all times.
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).
You also gain the following effects:
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects:
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.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
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.
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: