Huey pupils dilate like a wolf’s at night. His nostrils flare as he picks up subtle scents invisible to others, and his ears seem to twitch toward even the faintest noise. To any observer, his entire demeanor shifts—his posture lowers slightly, and an intense stillness takes over, like a predator zeroing in on prey. This effect isn’t overtly supernatural unless someone is paying close attention.
Cursed and blessed in equal measure, Huey’s senses are a constant reminder of the wild beast within. Every scent, every sound tells a story that others can’t perceive—footsteps echo with intent, and fear has a distinct metallic tang on the air. His heightened awareness is a double-edged sword: the clearer the world becomes, the harder it is to ignore the primal urges buried deep in his subconscious. Each time he leans into this power, Huey walks a fine line between man and monster.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
He has a casual, concise posture, and a reflex honed in a deer blind.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Gulliver, taking pieces of his chaotic and greedy and screaming soul, putting it into the small woodland skull of a rat putting it on a chain. These Screams and greed shield the users mind if successful learning the type of effect and adapting to it to stop it from being successful for the next day
You gain the following benefits as long as you are wearing this Artifact.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
You have an earnest desire to play games with people and make friends! Your intentions are so genuine that your honest words are apparent to anyone who hears them. The slightest glance at her leaves her stuck in your head long after she's gone.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Kain’s flesh bears the weight of divine curse ashen skin threaded with dim red veins, like cracks in old stone. His body is heavy, unnatural, untouched by time or decay. He walks like a man carved by wrath, not born.
When Kain spilled his brother’s blood for the first time, the earth itself cried out in judgment. God marked him not to end his life, but to brand him forever as the first murderer. The mark burned into his forehead was both curse and protection: a sign no man should strike him down, yet a reminder he could never escape his guilt never bond a relation never trust someone.
This mark changed Kain’s flesh pale, cracked, and veined with faint red like dried blood beneath stone an eternal reminder of that first violent act. He walks the world carrying the weight of his sin, forever marked by wrath and exile.
You gain the following benefits at all times.
You are permanently and visibly transformed: The first betrayer. 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 Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Battle Scar: The Mark - Disfigured.
Possession of this Power grants the following Trauma at all times: Paranoia.
The Severity of any Injury caused by Divine Power is increased by 2.
I am awesomesauce
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:
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 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 mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
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.
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.
Your Extra Appendage is incapable of fine object manipulation.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword 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.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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.