Edgar seems to shrug off wounds easily, blood clots almost immediately, though deep wounds will remain for some time.
This process is hindered if the wounds inflicted by Acid - while Edgar's scabrous, dragon-infused flesh is resistant to flames, Acid will dissolve it beyond recovery
After swimming within the flesh of the Provider, Edgar's healing abilities have been wildly enhanced - however, the wounds itch, crawl, & visibly form tumors while healing: This can be maddening to the Ghoul, who will sometimes succumb to a desire to gnaw at the regenerating flesh, creating terrible scars.
You gain the following benefits at all times.
Any Injury you receive from a source other than Acid heals quickly, reducing its Severity by one level each hour, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.
Battle Scars caused by your Injuries will remain. Any Injuries you receive automatically count as a successful Makeshift Stabilization and do not deteriorate further.
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.
Possession of this Power grants the following Trauma at all times: Self-Mutilation.
Injuries you receive from Acid are increased in Severity by 1.
The samurai bangs their helmet to create a loud ring, with the vibrations from this noise, they can "see" from within their mind in deep focus.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The suit is functionally bulletproof. Repeated strikes do weaken the threads, but the fibres manage to reassemble themselves after a short period of rest.
You gain the following benefits as long as you are wearing this Artifact.
You have 9 Armor, which only reduces damage taken from bullets. Any armor piercing effects from bullets are ignored. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
After the events of Game I, Booh's internal mechanisms began to experience a peculiar change. He felt the definition of his memory increasing exponentially, the increased speed of his processing making his body feel sluggish, the faces and expressions of people becoming more distinct... The force of the change was enough to leave him with a eye-splitting headache for a week, doing no more than responding to emails in the dark of his room, computer screen as dim as it would go.
Once he was up and walking again, Booh saw the world even more clearly than he did before. Colors more vivid than life itself, barraged with images that wouldn't leave the forefront of his mind without substantial effort. Given his new line of work, he was fearful for what might come next. He knew only one thing-- He *would* get the scoop, even if that meant scarring himself in the process.
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).
Possession of this Power grants the following Battle Scar: Hair Trigger.
You also gain the following effects:
After a freak accident, and some divine intervention, you awake to a smell of rot, you look at your arm, which has grown a shade of sickly green, it seems to be the root of the smell, better cover that up.
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 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 choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area sickly green and start smelling like rot.
Your body constantly shifts and writhes as your muscle and bone reform to better suit your current physical needs. Your muscle and nerves swell to enhance your strength to superhuman levels when necessary, and your body can refine itself to grant you extremely fine motor control.
As a quick action, you can increase either your Brawn or Dexterity up to the other stat's maximum -1, reducing the other stat by the same amount.
You gain the following benefits as long as using your enhanced brawn or dex requires a quick action to activate, and sets your other stat lower by the same amount instead of raising it.
You are permanently and visibly transformed: Your body constantly shifts and writhes as your muscle and bone reform to better suit your current physical needs. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
You may make a Bone spike (dagger) attack without additional equipment.
The Severity of any Injury caused by Fire is increased by 2.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
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:
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive.
You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act.
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.