Upon exposure to air, some peculiar cells in Mark's bloodstream will revert into stem cells, and plug into the wounds, allowing them to heal over time.
'Shallower' wounds tend to heal slower than grievous injuries.
You gain the following benefits at all times.
Any Injury you receive from a source other than Punches/kicks heals quickly, reducing its Severity by one level each hour, starting once it becomes stabilized. Battle Scars caused by your Injuries are also healed when the Injuries that caused them regenerate.
Injuries you receive from Punches/kicks are increased in Severity by 1.
You gain the following benefits as long as you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
The flesh around the wound will yearn for closure, warping and sculpting itself anew like smooth satin spar. The blood will clot and eventually scar, leaving behind tissue that appears like crystal glaze while the remainder of the injury heals.
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.
Arterus murmurs protocol that he studies from a book as he works on the injured.
A book of medical procedure that allows you to brush up on the protocols and whats and what nots for combat field medics.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Albert follows to the point of scholarly devotion the parts of the modern-era fencing manual "The Dexterity", or at least the parts that he managed to get his hands on. As a result, he moves gracefully in battle with an astonishing speed.
You gain the following benefits as long as you are engaged in combat with blades.
Your attacks with blades deal +3 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
After his family is gone like smoke he start training and training trying to forget what happen
Fishing was not helping so he start to make weapons out his fishing equipment he miraculously did it
You gain the following benefits as long as you are engaged in combat with Fishing equipment.
Your attacks with Fishing equipment deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
Possession of this Power grants the following Trauma at all times: Hate of deep sea monster.
You also gain the following effects:
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.
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.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
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 day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.