When Crimson Edge is activated, a blood-red aura shimmers around Jio's weapon, leaving glowing trails with every movement.
You gain the following benefits as long as you are engaged in combat with Rapier.
+2 dice to all rolls with Rapier. You may Defend against firearm attacks from any range using Rapier.
Possession of this Power grants the following Trauma at all times: Fear of Fire.
You also gain the following effects:
May 28, 2025, 8:51 a.m. - Revision Cost: 1. Added Enhancement: Quick Draw, Added Drawback: Maddening
The characteristic that Vivian has imbibed has granted her an extreme level of control over her daggers, granting her the ability to throw and wield them with a high level of effectiveness.
You gain the following benefits as long as you are engaged in combat with Swords and daggers.
+2 dice to all rolls with Swords and daggers. You may Defend against firearm attacks from any range using Swords and daggers.
You also gain the following effects:
As fast as light is, the darkness soon follows behind it, as such, the Dark Veil allows you, the user, to move faster than you ever could before.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
Vivian's body has been augmented on a cellular level thanks to the characteristic she has imbibed. Granting her enhanced agility, dexterity and strength.
After advancing, Marauders possess a powerful body, granting them an enhanced agility, dexterity, and strength.
These enhancements grant a Marauder powerful coordination, near inhuman level of acrobatic skills, and excellent talent in the realm of throwing various objects.
This allows them to commit various feats of acrobatics, such as swinging themselves up by their feet, easily scaling the outsides of buildings or using backflips to evade attacks.
Besides that, Marauders can also throw various heavy objects (such as swords or daggers), quickly and very precisely onto a target from a medium distance.
You gain the following benefits at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
Your body is adapted to Acrobatics (including Dodging). You receive +3 dice on non-attack rolls related to Acrobatics (including Dodging).
Able to move at incredible speeds with incredible grace, these movements follow an eight-fold trigram pattern that allows Wolfgang to quite literally draw physical power from the underworld. Though, due to the strength not being his own, the martial magnate has yet to master the movements enough to adjust to the speed, though he does relish the adrenal rush that follows moving at such manic speeds.
You gain the following benefits at all times.
You can run at two times your normal movement speed.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
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You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
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.
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:
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:
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
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)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and 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: