Your body is constantly enclosed within a thin veil of plasma. When attacked, your Ouroborus Amulet shimmers. Then, the layer of plasma cloaking you thickens and becomes visible starting from the location of the Amulet before the blow is dealt. The attacked area will absorb the shock and the plasma film will flare in the direction of the attacker.
This gift alters your biology on a cellular level to be attack resistant. Congratulations, you are now a genuine genetically modified organism!
Thorns in the expansion pack: Third Law of Motion, every action has an equal and opposite reaction. Thus, plasma thorns
You gain the following benefits at all times. You must actively and obviously be using Ouroboros amulet 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.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Benny has a strong affinity for blood, and can differentiate between individuals based on how their blood smells. His sense of smell is powerful enough to compensate for sight when it is too dark to see effectively.
You gain the following benefits as long as you have fed in the last 24 hours.
Your senses are enhanced in the following way.
Your collapse as your muscle and organs begin to bloat and bubble, your body breaking and reforming. Your old skin explodes as a monsterous abomination rises where you once stood.
Exert your Mind (unless you win a coin flip) and spend a Quick Action. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into a mutant brute for 3 minutes. You have access to all of your Powers while you are a mutant brute, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your body is adapted to Climbing. You receive +3 dice on non-attack rolls related to Climbing.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see your flesh bloats and bubble, as your body bends and breaks.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Possession of this Power grants the following Trauma at all times: Uncontrollable Anger.
A construction of purple light forms, which looks like a guitar. He proceeds to smash the structure on the ground breaking it apart. As it shatters, constructs which look like eyes and mouths flow out of it before afterwards fading away while laughing. The target hears voices whispering in the inside of their mind, saying some of the most vile things imaginable.
“As a rockstar, you have to be able to take a hit but also deal some damage. You can never let someone make you their bitch!”
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma + Performance Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If your Contested Outcome is positive, your target takes 1 point of Mind Damage and gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Your eyes glow yellow as something begins to float in midair.
You gain the following benefits at all times.
You can 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 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The user and target appear to be deep in conversation, the target usually nodding their head rather than talking.
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Human target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
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.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects: