โHis fellow pawns strode forward in hopes of becoming a better piece.โ
โBut this pawn wants to move past the confines of the board.โ
โNo longer wanting to serve to the player.โ
โTo leave it all behind.โ
โBut in the end, itโs still just a piece.โ
You gain the following benefits at all times.
Your Dexterity rating is increased by 3. 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 Trauma at all times: Bereaved and Terror.
You also gain the following effects:
It's a lot of work being a student and a contractor, especially after having to suddenly transfer not only identities, but also medical programs. Since Amaryllis was pronounced dead, it would take a little bit of finagling for Mr. Walter to supply the University of Chicago with convincing documents to Lilith's history. With a few favors and some time, Lilith Weider was officially accepted into the Doctoral program at Pritzker College of Medicine where she can continue her studies.
Lilith's understanding of medical terminology and methods was already quite strong by now, but imbuement has rapidly increased her rate of learning as well as her curiosity. She began by experimenting on small mammals such as rats and mice, learning how to manipulate the blood in their systems to stabilize inflicted wounds. With her consent, she tried it on Naamah as well, willing the dog's blood to stitch an incision back together and scab over in a matter of seconds. Recording this all in a journal, she began to gather some useful research on how to combine her understanding of medicine with her new supernatural abilities. One day soon, the notes will be obsolete as she perfects and memorizes her methods.
In addition, she has learned that just a single drop of her blood is able to keep any harvested body part in a fascinating form of sterile stasis, be it blood, limbs, or the heart of a lizard-person. She's realized that her body can be used as a storage unit for foreign blood as well, keeping a suspended sample directly in her veins.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
To activate, the wearer must grip the pendant tightly and mentally focus on becoming one with the shadows. The obsidian stone pulses with a soft, dark light, and a veil of shadowy energy envelops the wearer. As this energy spreads, the wearer gradually fades from sight, becoming invisible. The shadows around the wearer seem to deepen and shift, enhancing the concealment.
You gain the following benefits as long as activation was at night or during periods of low ambient light and if the user had conducted a ritual in the past 24 hours asking Erebus permission to use his powers and you are wearing this Artifact.
You are 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 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.
You may turn this Effect on and off at will during its duration.
A gift from the sacred flame - nicneven herself.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Your faith cause a barrier to form around you that protects you from harm
You gain the following benefits as long as you are wearing this Artifact.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.
Black metallic exo skeletal suit. Almost near impossible to tell. Except for the few areas it shows. Arms seem to be a bit bulky. When fired 3 sections of my arms open up spikes start shooting in rapid fire. Rifle damage is 3 plus 2.
You gain the following benefits at all times.
You are permanently and visibly transformed: black metallic arms.. You are considered to be a Sapient, Non-Living Computer when targeted. Your Dexterity is increased by 1.
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 may make a +2 Weapon Damage shoots a slender black shadow spike. automatic rifle. +3 damage. +2 weapon damage attack without additional equipment.
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.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
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.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
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.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
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).
You also gain the following effects:
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
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.