Truly embracing his animal Totem, Carter can no longer hide his mass.
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).
You also gain the following effects:
The ability to both exist in space, and the patience to wait for technology to advance to the point of full space exploration.
“Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space.”
With centuries to go before mundane technology allows the exploration of the galaxy, this power allows you the time needed to see it happen, and endure the travel times between the vast distances involved. With a little bonus to keep you alive if your life support malfunctions.
You gain the following benefits at all times.
You no longer require any air 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.
The eyes of a hawk, sharp and slim: a figure picturesque of nobel huntsmen of old, claw-marks ordaining the obivous:
The Huntlord of the Hannese has returned!
There is a concept buried deep in Chinese Han aristocratic culture of a "Huntlord": a rough translation of what was essentially a demonized mythology of the Mongol Man.
We see Huntlords in typical media in Mulan: in the form of the Khan, we also see them in Kraven from DC, and Draven from League. The Huntlord is a scary sadist of a man, hairy and brutal, showy and unhumble: everything the Han despised and demonized into legend.
You gain the following benefits as long as you gain "The Hunger: Qi (You must consume the souls of living beings, through consuming them.)".
You are permanently and visibly transformed: Sharp features, claw-marked scars, quick-growing mane.. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 2, your Perception is increased by 2, and your Charisma is increased by 1.
Possession of this Power grants the following Battle Scar: Lycanthrophy.
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
Benny is transformed into a vile creature of the night! His skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood, and his irises are a dark blood red, though they fade slightly if he hasn't fed in some time. His visage easily fades into nothing when it is shrouded in shadow, leaving only a faint impression of nasty red eyes for those who know where to look.
He withers when exposed to direct sunlight or when he has been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from his devil's bargain.
You gain the following benefits as long as you are not in direct sunlight and you have fed in the last 24 hours.
You are permanently and visibly transformed: into a fearsome vampire, with deathly pale skin, fangs like knives, and blood-red irises. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 2, your Dexterity is increased by 1, and your Charisma is increased by 1.
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)
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 Vampyre's Bite attack without additional equipment.
The Severity of any Injury caused by heat or fire is increased by 2.
Using a quick flourish to confound his opponent, Eric strikes quickly incapacitating his opponent.
This stems from his hours of practice with armed combat. It seems to be an almost unnatural gift. Touching a weapon he tunes in and is dialed into whatever combat he experiences.
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.
You also gain the following effects:
Vein's metal fibres have embedded themselves permanently into Felix's brain stem. When activated (or reactivated), Vein will momentarily take control of their host, allowing for superhuman feats of dexterity.
The extradimensional symbiote Vein peers through Felix's eyes, ever alert and vigilant on his behalf. At times, Vein will react independent of Felix, or the two will focus their collective thought for one action. Both cases display the masterful grace and finesse that comes with such presence of minds.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. 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: Fear of Losing Vein.
You also gain the following effects:
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 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:
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:
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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 2 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:
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.