If it’s a physical injury skin and hair will regrow , the hair completely covers the skin leaving a very hairy patch over the wound.
You gain the following benefits at all times.
Any Injury you receive from a source other than Silver 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.
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.
Injuries you receive from Silver are increased in Severity by 1.
she start reading werid book give to her after her job do rand start to dreams about about small place that divide of life only land and water at start all there only emptiness on bizarre place that look like planet but size of it is extremely Underwhelmingly small but after two or so dreams something start appearing out water plans start to extent there root out water and Life start to prosper and l got idea out it so what make lot bio mass of creatures is water what if l try to make technique on that Enlightenment of these dreams l start to whisper the chant of life or what l call it water start to from around the wounds and injuries start to heal at astonishing rate but the side effect on the mind is drawback l still most work on but strong mind can overcome it
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You must actively and obviously use Bracelet to activate this Effect. Make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Perception + Occult 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.
Exert your Mind and spend an Action.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Possession of this Power grants the following Trauma at all times: tbd.
She kneels before extending her arms outwards to her sides and pushing them down to create a shockwave launching her up into the air
Exert your Mind and spend an Action to activate. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Within seconds what turned into a normal battery, explodes within seconds. He throws it far and it detonates. When he opens his eyes, he sees pure carnage and perfect symphony of technology and mass destruction.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. You must use up Batteries in order to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Technology at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this damage.
Cursed by the fiery lord he serves Arthur has become one with the flames taking over his body
Bros just made of fire/lava now
(See character photo for visuals)
(again)
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
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.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
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 body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. 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.
Injuries you receive from silver or fire. are increased in Severity by 1.