Maze stands around 3 and a half feet tall, with brown and cream-colored fur topped with large ears, a little pink nose, and whiskers on his cheeks. Modestly he wears custom crafted clothes on his body and a custom bag at his hip too.
You gain the following benefits at all times.
You are permanently and visibly transformed: Chipmunk. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Possession of this Power grants the following Trauma at all times: Fear of Natural Chipmunk Predators.
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.
No outward physical effect other than those already associated with Pull the Strings of Reality.
Manifested after some of the ancient reality-warper's power leaked out of the artifact and increased its combat power
You gain the following benefits as long as you only use it with Weapons controlled by your telekinesis, you are wearing this Artifact, and you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
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You gain the following benefits as long as you have your asdf.
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).
Possession of this Power grants the following Battle Scar: 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:
Richard has learned a few forms of martial arts, and has created his own style that allows him to redirect any attack that is sent his way.
You gain the following benefits as long as 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). The target's Armor is fully effective against this damage.
Possession of this Power grants the following Battle Scar: weak spot on back.
You also gain the following effects:
Now undead his body is no longer human. He has bolstered enhanced abilities and does not age.
You gain the following benefits as long as Must have consumed 1 pint of blood in the last 24 hours and No effect on direct sunlight.
You are permanently and visibly transformed: Vampire. You are considered to be a Sapient, Non-Living being when targeted. Your Perception is increased by 1, your Charisma is increased by 1, and your Intellect is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by Silver is increased by 2.
The bullets rip through Lilith’s body, soaking her clothes with crimson. Shallow breaths, rippling skin. She hits the ground in a heap, and the creature below her skin roils and expands to puppet her arms and legs. Eyes bloodshot and glassy, Lilith is clearly no longer in control of her body. Perhaps she never was.
The would-be corpse lifts its arm, a stream of near-black blood pouring from its wounds. Hundreds of bloody needles fire from its wrist, rending its quarry into little more than a pile of guts.
The source of her power is clear. Her blood. Drain her to fulfill the terms of her family’s death curse.
You gain the following benefits as long as you are wearing this Artifact.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. While incapacitated, you can take one Action per minute. Stress applies in full and cannot be reduced for any rolls demanded by the Action. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
While Incapacitated, your only weakness is fully draining the body of blood, 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.
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.
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:
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:
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:
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.