Haerin has developed a mastery of the weapons with his soul and of the souls of others. Weapons he wields now glow a pitch black darkness as they are coated in the darkness of his soul
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
Possession of this Power grants the following Trauma at all times: Mercy? How revolting. when in a position to, roll self control to show mercy, release or otherwise "let live" another combatant..
You also gain the following effects:
You are afflicted with vampirism, a disease that turns the afflicted into bloodsucking unholy creatures.
You gain the following benefits at all times.
You are permanently and visibly transformed: pale skin, long fangs, orange eyes. You are considered to be a Sapient, Non-Living being when targeted..
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 Silvered Weapons is increased by 2.
You walk off broken bones and gushing wounds like scrapes and bruises. Even traumatic things take a while to affect you.
You've obviously taken devastating wounds before, but have learned to not let them slow you down. While the wounds stack up, you push harder and faster towards your objective, getting the job done at all costs.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
You gain the following benefits at all times. You must actively and obviously be using Leather Glove with 8 pronged wheel to gain the benefits of this Effect.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Squishy head.
Possession of this Power grants the following Trauma at all times: Absolute Coward.
Stellar Striker grants the user unparalleled mastery in unarmed combat, channeling the explosive energy of the stars with every strike. Each punch, kick, or grapple is infused with cosmic power, delivering devastating force that leaves opponents reeling. The user moves with the speed and precision of the stars themselves, an unstoppable force that strikes with the might of the cosmos.
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).
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:
Ellis' faith in the Lord has blessed him with the sustenance necessary to constantly continue his ministry. The good word of the Lord offers him more sustenance than food ever could. No one can remember the last time he slept, and his features don't seem to suffer the effects of aging. However, he does frequently appear to be bathed in a halo of warm golden light.
You gain the following benefits at all times.
You no longer require any food, water, or sleep 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.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
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:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:
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: