His knuckles have become hardened, and his biceps and triceps have doubled in size.
A fan of comic books, Mark knew he had to learn to fight. He tends to fight like classical superheroes, just because he hasn't been taught any different- leaning hard on brutal strength and speed rather than skill or finesse.
Mark's unique genetics kicked in at a young age, though it was nearly his late teenage years before he actually started practicing combat and fighting, visiting a community boxing club.
First thing he learned was how to not break them.
Second was how to not destroy the gloves.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
A pele, cabelos e dentes de Moz sempre pareceram misteriosamente saudáveis para um habitante permanente de uma planície desértica, mas por último o contrabandista tem a aparencia perene de alguém acabado de sair de um spa.
You gain the following benefits at all times.
Any Injury you receive from a source other than Ouro 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.
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 Ouro are increased in Severity by 1.
A definite change has taken place. Mina's skin has turned a light shad of blue. Softly glowing golden markings accent her features. Mina's hair has turned a flowing white crescendo falling over her shoulders and down her back. Her eyes shine with a soft golden light that drown out anything resembling an iris.
You gain the following benefits at all times.
You are permanently and visibly transformed: Atlantian. You are considered to be a Sapient, Non-Living being when targeted. Your Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Trauma at all times: Alien Mind - All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this trauma..
Waving the goody-bag as if snatching something from the air in front of you, an object within 30 feet is snatched up by ethereal hands and folded into a space between reality. Opening the bag and shaking it drops a stored item on the ground in front of you.
Spend an Action. You must actively and obviously use a technicolor goody-bag to activate this Effect.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached. You may Exert your Mind and spend an Action to stash items in others' possession, but they automatically notice that you stole the item.
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 only use this Effect once per day.
throws hammer
You gain the following benefits as long as you are engaged in combat with throwing hammers.
+2 dice to all rolls utilizing throwing hammers.
You also gain the following effects:
you are surrounded in black fire Your body expands to the size of 8'0, bulging with muscle with razor sharp claws and fangs sprouting from your body and your skin becoming a crimson red, your body is otherwise humanoid but lacks fine motor control
Take a Severity-1 Injury and spend a Quick Action to activate.
You transform into A Demonic Creature for two hours or until you choose to end the Effect. You cannot transform into a flying creature. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
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:
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.