The Lieutenant has used handguns long enough to be a particularly fast shot.
You gain the following benefits as long as engaged in combat with Handguns.
+2 dice to all Handguns rolls.
You also gain the following effects:
Your shadow stretches out and interacts with your environment. Your shadow becomes conscious enough to follow simple orders and relay information, but does not make noise or change shape beyond your own silhouette. The shadow stays connected to you and vanishes in strong light or sudden flashes of light, ending the effect. The shadow can unlock doors or pick up keys but cannot lift, push, or move objects heavier than 5lbs. While in use, you are in a trace state, and get tunnel vision, limiting your sight to 10 ft.
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 1 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
His skin is now has a lead alloy embedded in itself he must’ve messed up during the procedure because now his eyes have a occasionally green glow and he is more receptive to ionizing radiation
After another spent with radiation poisoning, Eden knew he had to make a change. He experimented on himself in his workshop and fused With ionizing radiation and cybernetics all wrapped up and a lead alloy when procedure was finished well let’s just say he’s looking forward to his next encounter with Miss handled nuclear waste
You gain the following benefits at all times.
You are permanently and visibly transformed: his eyes have a green glow about as bright as a phone screen. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
While in irradiated zones, heat, cold, pressure, radiation, and other native hazards do not affect you. Dangerous local flora and fauna will not bother you unless you give them a reason.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
At last, after much training, his primary wings are functional for flight.
You gain the following benefits as long as Alternate Form.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your Large white wings. You require 5 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your Large white wings via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
Each time the gift user receives an injury, at least one streak of blur reminiscent of solar prominence emits from the location of said injury. The parts of this phenomena that are close to the scar owner's skin faintly glow akin to embers instead of remaining colorless and clear. As the blur dissipates, the site of the injury blackens in a way that makes it look charred, and fades over time with the injury's severity.
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.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
When people talk to Yeshu it feels like a warm embrace. His presence spreads kindness to the people around him.
“Man I think you don’t get it. Batman can beat right about anyone with enough prep time!”
“Dude just shut up and pass me the blunt.”
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:
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:
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.
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. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
As long as you maintain Concentration, you can take Actions and 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 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.
You also gain the following effects: