The gun is Liam's answer to those who refuse to understand how fleeting life is: a final answer.
You gain the following benefits as long as engaged in combat with Pistols.
+2 dice to all Pistols rolls.
You also gain the following effects:
Due to their incredibly dense bones and superhuman muscle strength, the user of this gift is cartoonishly strong and any foe or object struck by the user will be at extreme risk of obliteration.
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.
You also gain the following effects:
Using his knowledge in magic, Raz infused his body with magical tattoos which seep Mana into his body, increasing his intelligence and dexterity by having magic shoot through his muscles, neurons and nerves, along with electricity, and may possibly increase more, if he grows stronger, though it increases his hatred of necromancers, and zombies by association, to the point of wanting to kill them on sight if he sees them
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.
Your body is adapted to Evasion. You receive +3 dice on non-attack rolls related to Evasion.
Possession of this Power grants the following Trauma at all times: Obsession with killing necromancers/zombies.
The earrings (or their transformed equivalent) infuse sunlight into the user, the more stressed they are, the more their body radiates light, their eyes shining like golden suns.
Someone who has shown themselves a worthy representative of a god's power may be blessed with more fitting abilities.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
I have found a way to protect myself from harm by moving a bit faster that those that are around me.
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.
When you take damage from a source which is within 5 feet of you, your Armor deals 3 back to them.
The Scurvy Sorcerer wields their mighty bag of oranges before throwing one really fuckin' hard!
You gain the following benefits as long as the target has not consumed a citrus within the last hour and you are engaged in combat with citrus.
+2 dice to all rolls utilizing citrus.
Possession of this Power grants the following Trauma at all times: C is the Key! - You have an intense and debilitating fear of scurvy. (Whenever you are without access to citrus for an extended period of time (several hours), or if your supply runs dangerously low (fewer than two pieces of fruit), you must make a Self-Control roll to avoid panicking and obsessing over finding more).
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)
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 electricity is increased by 2.
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.
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 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 choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery 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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country 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.