Lucius has trained his punches and his strength, as best he can, and will continue to improve.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Painted pasta bracelet to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +7 Weapon Damage (instead of -1).
Possession of this Power grants the following Trauma at all times: Must roll self-control in order to not break the wrists of anyone who speaks bad on the LORD.
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:
"He walked out of the building,scars spread from neck to foot as if he were just chopped entirely than sewn back together all over again,However he was missing a hand.
Then from the shadows, a severed hand skittered it's way back to him as he calmly picked it and said:
*-oh! There you are.*
As he simply goes and re-attaches it back to his arm."
You gain the following benefits at all times.
You are permanently and visibly transformed: several scars sewn together, covering arms, legs and neck. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
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.
Possession of this Power grants the following Battle Scar: chronic pain.
Your eyes seem to magically glow for everyone. Your ability to see is unbound by any means, and while awake it's almost impossible to be surprised.
You gain the following benefits as long as you have your Eyes clearly glow blue.
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).
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:
Every three hours the device restarts a process, as the final red light on it dims to nothingness, a slight hiss is heard if one listens closely. As over the course of thirty seconds the three lights regain their glow, first the red, followed by the yellow and green lights, ten, twenty and thirty seconds respectively, before the lights dim back down to their normal passive brightness such that only those looking closely can notice the three lights.
Within the first ruin that Russ found that contained the documents that sent him down the path that he is currently on, was the diagram for a device that is meant to connect to the spaces between the C1 to T12 vertebra. the device serves a three-fold purpose. The first being that it powers the rest of the planned augmentations to the human body through intercepting the signals that the body sends related to pain and stress. The second is that it forces the body and mind to always operate at peak performance regardless of physical or mental damage, Finally the device is the interface for future enhancements and allows those that undergo such complete transitions to maintain a sense of "humanity" or "wholeness" through sanitizing incoming and outgoing signals such that the mechanical enhancements and the fragile and erratic biological mind don't become adversarial and work together as a complete whole. Unfortunately, those who created the blueprints for this device made it far too good at its job with it attempting to prevent any signs of injury from reaching the brain, thus requiring an immense willpower to even recognize when one is beginning to bleed out. With the device even going so far as to change the information that is coming from one's own senses such that they can't even perceive the injury in themselves should it be pointed out to them. While the device is attached to the spinal column it can be removed through a delicate and time-consuming process of unlinking the parts from the body, but should one violently be ripped out of a user's body the damage could prove to be debilitating.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Delusion: Unbreakable (When this character receives an injury, they must roll self control to become aware of it. This character may not take actions to stabilize or heal any injury they are unaware of and must roll self-control to accept treatment of such injuries from others). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
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.
Your Extra Appendage is incapable of fine object manipulation.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Battle Scar: Blindness.
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.
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
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 detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.