Pete can continue running no matter what as gravity affects him differently as such he can now traverse the forest and caves with ease.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
March 5, 2023, 1:30 p.m. - Major Revision Cost: 1. Added Drawback: Focus, Removed Drawback: Draining
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 bag that the creature is in has now bonded to Thomas to where he needs it to feel somewhat comfortable and will always have knowledge of where it is.
This Artifact cannot be broken.
Anyone but this Artifact's creator must Exert their Mind to wear this artifact or activate any of its Effects.
This Artifact's creator is always aware of the direction and distance to this Artifact.
If this Artifact is used by someone other than its creator, its creator is alerted and learns the user's appearance, direction, and distance at that moment. The creator may use a single investigation Effect on them once at any range. The user gets the feeling that they are being watched.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
“It doesn’t matter what he is hit with, Jason seems to just keep standing up again and again.”
Not having grit kicked my ass last time, I ain’t repeating that mistake.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
After extensive training and practice, Bankston has mastered the art of inflicting overwhelming pain with his lash. Each strike is potent enough to leave his targets Suffering, making it difficult for them to speak or breath. The sound of his strikes echoes like an industrial weapon designed solely for delivering excruciating pain.
You gain the following benefits as long as you are engaged in combat with Whip like weapons (Ropes, Chains, Snakes).
+2 dice to all rolls with Whip like weapons (Ropes, Chains, Snakes). You may Defend against firearm attacks from any range using Whip like weapons (Ropes, Chains, Snakes).
Possession of this Power grants the following Trauma at all times: The Crimson Curse Roll self control when a enemy is felled to not start consuming parts of them..
You also gain the following effects:
Wip
You gain the following benefits at all times.
You are permanently and visibly transformed: made of flexible liquid clay. You are considered to be a Sapient, Non-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.
Your Injuries no longer degrade with time.
Your appendages can reach an additional 30 feet.
You cannot speak any coherent verbal language and must resort to other means of communication.
The Severity of any Injury caused by fire and heat is increased by 2.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
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).
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
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:
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
Your Extra Appendage is incapable of fine object manipulation.