Status: Success.
A.N.A Can now load and process their thoughts and solutions at a higher rate.
Cons: A.N.A now requires the hyper processor located in their processor eye
You gain the following benefits as long as you have your Processing disk eye.
Your Intellect rating is increased by 0. 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).
Possession of this Power grants the following Battle Scar: asdf and asdf.
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:
"The wolf's appearance is the one and only thing the blue smocked shepherd will do anything for. The user will most likely feel compelled to weasel their way to their goal with words."
You gain the following benefits as long as you are wearing this Artifact.
You have 6, which reduces incoming damage from all sources of physical attack except PALE 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.
The compass pointer engraved on the left eye spins and glow with a teal color, faintly shining, voice whispers in the mind tells of secrets and hints. A essentially acting as a guide, that or sometime intuition are what's at work.
Towards where the compass points. Well then.. Lets set sail"
You gain the following benefits as long as you have your Compass shaped pupil on the left eye.
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).
Possession of this Power grants the following Trauma at all times: Being lost and Abandonment.
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:
Upon Aria's death, her body will disapparate into a pile of crystal snowflakes.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you donโt die. Instead, you survive in an Incapacitated state. Your body leaves behind a token. You remain incapacitated until the following ritual is performed with the token: a pile of crystal snowflakes. When someone claps over the snowflakes three times and chants "I do believe in faeries.".
While Incapacitated, your only weakness is cold iron, and if you take Damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. 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.
After being at the edge of a few too many explosions, Ezra's unnatural reflexes also seem to have adapted into healing himself as well.
~personally I blame the protagonist bit he's got going
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.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Heโs strong
You gain the following benefits at all times.
You are permanently and visibly transformed: more defined muscles. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 2 and your Dexterity is increased by 2.
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.
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 can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
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 considered a Free Action.
You also gain the following effects: