When Soppy falls in battle, his body dissolves into light, flowing into a Dive Ball.
To restore Soppy to his full strength, the Dive Ball that contains him must be soaked in a natural body of water (lakes, ponds, rivers, oceans, seas, rain, etc) for 24 hours. At that point, he will emerge from the ball, ready to face the world again.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Your body disappears and you leave a PokéBall. In order to bring you back, someone must perform a simple ritual using it during a Downtime. You return fully healed of all Injuries.
As ruas respeitam o nome do açougueiro como um justiceiro cruel e impiedoso, mas poucos conhecem a finesse e técnica necessárias para triumfar nas ruas de Mega City One.
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:
Ink, like black tendrils of liquid shadow, writhe and twist through the body. It weaves its way down the right arm, inscribing ancient runes into the flush and imbuing the body with dark knowledge. From this point on, the right arm is malleable. It can extend up to 30ft, as well as reforming itself from the elbow down into a crude, curved blade made of bone. It can even create shards of bone which can be pushed from the palm and flung like knives.
You gain the following benefits as long as you are wearing this Artifact.
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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Throwing Knives and Curved Blade.
Your extra appendage can stretch to reach an additional 30 feet.
Sweeny is not liable for the consumer's actions, just their reactions; and the reactions, make Money?
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:
Cuts and bruises fade more quickly and seem to be transferred over to your visage.
Barely more than a husk at this point, your visage has taken on a withered and rotting form.
Surely you've realized this by now, Jacob.
That's you.
We'll be done soon enough.
It's time.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
The user permanently has their reflexes and reaction time heightened by drawing upon the power of Erebus, the god of shadows and darkness.
The user invokes the power of the dark arts, permanently shrouding themselves in a very subtle veil of shadow. This shadowy aura enhances their speed and reaction time, their movements may seem to blur or flicker. The air around them feels colder, and subtle, dark streaks trail behind their rapid movements. To onlookers, the user appears to move in a fluid, almost surreal manner, as if time itself bends around them.
You gain the following benefits at all times.
Your Dexterity rating is increased by 2. 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 Battle Scar: Unusual Presentation.
Possession of this Power grants the following Trauma at all times: Compulsive Liar.
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:
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
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:
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 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: