A quartz crystal is planted into the wound, and a brief spell is read in the ancient Atlantean language from an ancient Atlantian Grimoire, and the crystal grows to replace what was lost.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must actively and obviously use An Ancient Atlantian Grimoire held in one hand and used as a spell book to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Healing a Battle Scar in this way leaves behind Transparent, Blue Crystal replacement on the target which cannot be healed.
If targeting self, Lod's mental psyche wraps around the specific injury, there is no glow or outwardly effect on any plane of existence that would show that this ability is in use, except for the tell for this ability.
If the target is someone other than self, then Lod's mental psyche wraps around that specific injury, in a manner in which there is no glow or outwardly effect on any plane of existence that would show that this ability is in use, except for the tell for this ability.
In either the case, the ability will leave a twinge of psychic energy to do its work.
After Lod's third contractor, he understood what he was missing. As a doctor, he has the power to heal, but if that knowledge was used in conjunction with a real healing superpower? In that case, he could help his patients to an even greater degree, not to mention himself and his fellow Contractors.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to keep the wound dry and completely covered for the next month. If they violate this rule, your treatment is immediately reversed.
This Effect is not obvious, and the only sign you are using an Effect is Lifting my ring ringer and waving it in a 30 degree arc from right to left. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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Exert your Mind and spend an Action to activate.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
Burnout gets pissed off and erupts into a burst of flames.
Fire originates from Burnout and burns outwards.
This Effect activates whenever failing or botching a Self-Control or Limit roll. It does not require an Action or Exertion. Select a target within arm's reach which has both fuel and oxygen available (if you are starting a new fire).
You may start a new fire as large as a Christmas tree fire at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 5 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Burnout literally bursts on fire, and his skin appears to melt off his body.
Possession of this Power grants the following Battle Scar: Brittle Burning - Your body is made brittle by your burning hatred. (For an hour after using any fire-related Gift or Effect: you take +1 damage from all psychical sources.).
Possession of this Power grants the following Trauma at all times: Customer Service - Whenever a situation escalates or you would be made angry, roll Self-Control to not escalate (often violently).
Haze is inhumanly charismatic due to his dealings with the darker sides of the world. The many different dealings with those on the other side have left him with the ability to say just the right thing at just the right time.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. 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:
The barrier takes the form of a sphere of honeycomb-like walls made from smaller, tessellated transparent white hexagons.
when attacked these barriers bounce back the attack as if they were rubber.
This Oofio's self defense mechanism that he activates in tough situations to keep those who may harm him far away. Those that Oofio trusts or those with kind pure intentions may go through however.
Exert your Mind and spend an Action. Roll Brawn + Alertness at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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.
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.