When Gaspar is injured, more smoke from the bottle can slowly pull pieces of his body back together, regenerating wounds. This is slow, however, as the binding is still as tight as ever.
You gain the following benefits at all times.
Any Injury you receive from a source other than ice and cold 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 ice and cold are increased in Severity by 1.
While in the form of Moonstone, attacks are more certain, and hit hard with resonating force. Particularly strong hits would be accompanied by soft glows on the area used to hit the opponent.
Moonstone's power comes from the power that flows through her. It allows her to hit swiftly, and hard, without doing more damage than she intends.
Pal can't access this power when he is in his normal form.
You gain the following benefits as long as Only available when in Moonstone alternate form and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 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:
You look around, highly alert, and your nose wiggles with each sniff as you take in a plethora of sensory information.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Jason's body is covered in mismatched patches of skin that enjoy being together, and when not together, they want to grow more of themselves to replace the fallen pieces, like a controlled cancer.
radiation bad because it turns the pseudo cancer into actual cancer
You gain the following benefits at all times.
Any Injury you receive from a source other than Intense Heat/Flame heals quickly, reducing its Severity by one level each hour. 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.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. 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.
Possession of this Power grants the following Battle Scar: COLORFUL SKIN: parts of your skin have been replaced by hideous skin grafts. All social rolls are mad at +1 Difficulty. The beautiful asset is suppressed as long as you have this battle scar.
Possession of this Power grants the following Trauma at all times: I DON'T KNOW YOU: Due to your past as a drug dealer, you are naturally untrusting of others. You must roll Self control in order to let another person remain in a position where they could easily hurt you, or allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear..
Injuries you receive from Intense Heat/Flame are increased in Severity by 1.
TBD
You gain the following benefits at all times.
You are permanently and visibly transformed: lines in skin that could be passed off as tattoos. You are considered to be a Sapient, Living Computer when targeted. Your Dexterity is increased by 1.
Your body provides you with the functionality of Lockpick set. If used to attack, these "tools" use the same stats as a small knife.
You may make a +2 Weapon Damage A large durable blade that extends from the entire forearm and Hand turns into a gun that fires energy attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Cyberpsychosis-TBD.
You cannot speak any coherent verbal language and must resort to other means of communication.
kanni's systems finally finish configuring themselves, protecting itself from organic diseases.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
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.
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:
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.