It's not a pretty sight, the sneer that appears on Hyde's face.
The difference is enidiately obvious to anyone watching him.
This man is quite different from the interlectual Jeckyl, barely keeping himself from bursting at the seems.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
Xenomorphs operate in hives made of a resin they produce, mixed up with their saliva fluids. The Queen can be generated in more than one way: from specialized royal facehuggers, or maturing from Praetorians, which in turn can mature from Drones or Warriors; by a process referred as 'molting'. Judging from the condition that any Xenomorphs can potentially 'molt' and grow into a Praetorian and then a Queen, the Xenomorph species is likely all unisexual and reproduces asexually by a process called parthenogenesis: a reproductive method practiced by many species on Earth and other planets.
Exert your Mind (unless you are Sculpting) and spend one minute. Select a Location within arm's reach. You must be in an area abundant with water.
Select one of the following alterations to create out of Digested, hardened Resin originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Vaelith releases saliva from their gaping maw, and their dorsal tube separate and slip, leaking out their own mucal discharge. The process, a disgusting mess of steaming hot viscous liquid and acidic discharge surrounding them, molded by the movement of their body in this fluid as it slowly hardens to it's desired shape.
Marks body is becoming more and more conditioned for excruciatingly hard impacts and sudden bursts of muscle tension. His muscles aren't destroyed by exercise, instead simply multiplying almost on the fly. This has the unfortunate side effect that on the cellular level, all his muscles aren't the same length, some stretched or coiled like a spring no matter his position- Luckily they stretch impossibly without breaking, and the expected pain is nearly unnoticed to Mark. In exchange, his twitch reflex is beyond measure- some section of muscles is always poised for instant action.
He can't turn on a dime, reverse, or stop unless he has something to hold onto or kick off of, but he is very good at landing. It's very much like he's just good at throwing himself and sticking (or well, surviving) the landing. Enacting the same process in reverse, throwing out his arms and taking the impact (or catching himself thanks to armored fist)
Exert your Mind and spend an Action or Reaction. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 50 feet.
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.
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.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
When you use this Effect as a Reaction to dodge, if youExert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 100 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 100 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
Dave points his finger up like a child pretending to hold a gun, he mutters bang and a sudden burst of air launches towards the target, it punctures the targets skin like a regular bullet would.
Exert your Mind and spend an Action. Select a target within 45 feet. You must use up revolver ammo in order to activate this Effect. Roll Dexterity + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
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.
The flesh starts to painfully flay from Penny’s arm, forming globs of fat and pools of blood and suspending them in the air, forming a mangled shape in the air that is webbed together by strings of muscle. Relative to this, your other powers seem sterile and gothic, but this, this visceral Lovecraftian nightmare, is truly a symptom of your ever declining sanity.
Exert your Mind and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for the next hour. 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 ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
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:
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.