Daisy has an uncanny ability to escape certain death, though her luck could run out.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Once per Contract, anyone protected by this armor may use Will to Survive even if their own Will to Survive has been depleted. This ‘once per Contract’ limitation applies to the Armor itself and remains even if shared or given away.
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.
Charlie has mutated. His body resembles that of a gelatin mold of a man, the only thing keeping his form is his skeleton, and the clothes wrapped around him. Despite his inhuman appearance, there are some benefits such as increased resilience.
Ever since the incident Charlie has been changing for the worst. First it starts with blood in his vomit and urine, then blistering skin, and finally after his body decayed he seemed to just, heal. It’s like this never happened to him, however over night he rapidly mutated into what he is today.
You gain the following benefits at all times.
You are permanently and visibly transformed: Ooze in the shape of a man. 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.
While in Radioactive Environments, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You can squeeze through any cracks and passageways a cat would be able to.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
The Severity of any Injury caused by cold is increased by 2.
Arron understand the danger of bad weather and non-direct dmg start search for way make armor that help him live there and than hit him his Barrier work under the same principal what is temporarily whar if he make it to armor made of Ether energy
You gain the following benefits at all times. You must actively and obviously be using Necklace to gain the benefits of this Effect.
You have 5 Armor, which reduces incoming damage from all sources of physical attack except Arrows. Armor from multiple sources does not stack.
Your Armor protects you against Injury from non-physical sources as well.
Whilst you may be a crusader from the lord you also gotta take a look at something else, styled from a spaghetti western and simply training with it on a daily basis now and being the new weapons you have begun to use the wonders of revolvers, you a gunslingers holster nowadays and a nice revolver planted inside as your trained out pulls it out quicker than lighting, firing and doing a little spin as you slide it right back in the holster. You fire them with a cowboy's style of speed and accuracy, fanning the hammer and whatnot. Along with it now, he now simply is able to silence any revolver is due by simply placing a rubber O on the piston from propellent gas leading onto what would be a suppressor but thankfully it is a power it required no suppressor
You gain the following benefits as long as engaged in combat with Revolver.
Your attacks with Revolver deal +1 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
while aang is looking for danger or any unwanted danger approches him. he can easily detect at will thanks to his avatar power. whenever danger approches him his head mark starts glowing bright blue followed by his eyes
You gain the following benefits as long as you have your the blue head mark.
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).
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:
When used, Jet Thrusters built into the suit propel the user into the air.
You gain the following benefits as long as you are wearing this Artifact.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your Jet thrusters on arms and boots. You require 5 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your Jet thrusters on arms and boots via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
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.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
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 Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.