David's inner energy optimizes his fast twitch muscle fiber beyond human limits, allowing him to run at incredible speeds
David was running on a treadmill at his local gym, when suddenly he saw the vague form of a spiritual guide, one he recognized as the one who taught him how to summon his spiritual armor. Suddenly the treadmill began speeding up to speeds David didn't believe it could go, but instead of falling over, he regained his balance and began to run faster than he'd ever had before. David eventually got off the treadmill, gave his thanks to the spirt, and left the gym, ready to use his new gift.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
The Martial Artists skin, flesh and bones have become similar to Iron, reinforcing their body and allowing them to strike with greater force than ever before.
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: Skin is like forged iron in appearance.
You also gain the following effects:
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level each Round. 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.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
If you do die, as long as a piece the size of a finger remains, you may fully regrow back to life from it. This takes a full month and you must be in a habitable environment.
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.
With years of being a knight in the royal court of Arthur, he has fought alongside him and been in his own battles. With it he has learned years of practice but doing so placed a heavy doubt on the peasants who are not to trust anymore and calculated practice with the weaponry that had at the time.
You gain the following benefits as long as you are engaged in combat with Medieval Weaponry.
Your attacks with Medieval Weaponry deal +3 Bonus Damage. Armor is fully effective against this damage.
Possession of this Power grants the following Trauma at all times: Talk in Shakespearen Dialect and words, along with not trusting those who are not knights, to trust them roll a Mind diff 8.
You also gain the following effects:
Mandy's aim has always been uncannily sharp, as if an invisible hand is guiding her firearm. Whenever she utilizes a firearm she's familiar with, a tingle runs down her spine, and her pupils widen.
You gain the following benefits as long as engaged in combat with german manufactured weapon.
+2 dice to all german manufactured weapon rolls.
You also gain the following effects:
Tam is a master of her art. Even when wielding the blades telekinetically, her hands make the appropriate gestures.
You gain the following benefits as long as you are engaged in combat with swords.
+2 dice to all rolls with swords. You may Defend against firearm attacks from any range using swords.
You also gain the following effects:
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
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.
The beastmaster can speak to and understand any animal.
You gain the following benefits at all times.
You may understand and communicate to terrestrial animal as if you are fluent in a relevant language.
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.