Your divine heritage has awakened, all life in the forest recognizes you as Mother Nature's Son. Horns and herbs sprout from your head, your right arm has turned into wood and medicinal mushrooms are growing from it. Your blood is silver with a light green sheen and causes plants to grow where it lands.
Your branch like fingers can turn into roots that snake into veins and flesh to release medicinal juices.
You gain the following benefits at all times.
You are permanently and visibly transformed: Nature Demigod. You are considered to be a Sapient, Living Creature 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.
You no longer age naturally, and supernatural attempts to age you fail.
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 cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
You focus... breathe... and study the being before you. Are they bleeding, ill, mentally scarred, or just dehydrated? A hundred-thousand thoughts fire over billions of neurons every second from the moment the patient meets your eyes. No medical anomaly is too great, no injured soul too far gone. If they're still breathing, you can fix them. It's in your blood.
After a month of med school, he left the "university" with a PhD. The surgeon studied human medicine, and applied his knowledge of health and science from his own home far, far away. It was a curious thing, their theories and speculations - some broadened his horizons, and others narrowed them. Together, their harmony has allowed for him to do miraculous works with his own two hands.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Integrated into the helmet of whatever it may be that you are wearing, sending 'Mana' passed and all around the head area, creating some sort of Faraday Cage stopping outside influences from taking hold. seems to block incoming influences as well as limiting the impact of those that make it through.
Although it is to be known that it either fully stops the effect or it fully takes hold with the 'Mana' reinforcing whatever the effect is.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
The godking brings his fist back slowly before punching the air, sending a shockwave of sound and electricity towards his target as the bullet grazes him, his blood bright gold on the ground before slowly oxidizing, turning red.
Godly Punch = Javelin, flavored as him rearing his fist back before punching, the air pressure hitting his target a distance away, electricity crackling slightly on his fish and in the air slightly lingering after.
His body structure is changed to make his natural posture more intimidating, his pores producing pheromones that exude confidence and attract people to him, as well as his vocal chords being structured in such a way as to produce a more deep and smooth tone that subconsciously adds more weight to his words.
You gain the following benefits at all times.
You are permanently and visibly transformed: an incredibly tall and muscular man with bright golden hair, and golden blood. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 1.
Your body is adapted to persuasion. You receive +3 dice on non-attack rolls related to persuasion.
You may make a +2 Weapon Damage Godly Punch (Brawn + Athletics) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Womanizer - You are blinded by beauty! (Whenever you would encounter a Beautiful woman, roll Self Control. If you fail, you automatically fail any roll to detect a lie from them and suffer +3 Difficulty when telling lies to them).
Tall, furred, antlered with broad scaling teeth. Broad, flat hands with blackened and cracked fingernails. A deer, and a bear. A demon bear.
"Ijiraq" will bring fear to the new world.
You gain the following benefits at all times.
You are permanently and visibly transformed: Ijiraq. You are considered to be a Sapient, Non-Living Creature when targeted. Your Dexterity is increased by 1 and your Perception is increased by 1.
While in Human-hunting environments or Arctic 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.
Your Injuries no longer degrade with time.
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 Holy/Cleansing is increased by 2.
Seer's can use Spirit Vision to see non-physical things, such as ghosts and specters. They could see the different parts of a Soul, deduce a person's health and emotions through it, and determine if something has a magical aura.
They can “see” obstructed objects and “hear” faint footsteps, allowing them to take preemptive judgment. However, their visual, auditory, and tactile senses do not have any enhancements.
Electro-reception doesnt actually work as electro-reception. It lets you detect a beings aura/electrical signal, (cause you can only take 1 "other" enhancement.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
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.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
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:
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 no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.