The Injured Area is covered in a thick cloudy fog that soothes the pain and heals the wound, form..Limitless.
Exert your Mind and spend an hour to activate. Select a Battle Scar on yourself to treat.
The treated Battle Scar will heal immediately.
Looking extremely Skeletal and malnourished.
Necrotizing fasciitis is a flesh eating bacteria that decays the flesh and causes rigor mortis. The flesh falls off, darkening, and dying. David infected with Necrotizing fasciitis is also cursed with living through the pain and seeing his body decay internally.
You gain the following benefits at all times.
You are permanently and visibly transformed: Anorexia with certain body part decaying. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Battle Scar: Severe anorexia.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
The Severity of any Injury caused by Holy is increased by 2.
Imperiously huge, the power coursing through the veins of Amaranth Barclay is now undeniable. Large musculature that goes beyond human definition packed onto a frame that has is no longer as wiry as it was. A true goliath of a man in all respects, though despite his gentle intentions he does sometimes break objects given to him.
You gain the following benefits as long as you have your Numerous ritual scars along his chest and back from when he was indicted as a hunter.
Your Brawn rating is increased by 3. 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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
The herbs in the mask contain many fast acting healing agents only known by few, known the most by Jason.
You gain the following benefits at all times.
Any Injury you receive from a source other than Radiation heals quickly, reducing its Severity by one level every 10 minutes. 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.
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. and THE BODIES KEEP PILING: Your sleep is plagued with horrible nightmares from your past as a killer. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one mind damage.
Injuries you receive from Radiation are increased in Severity by 1.
The more worn down she get's the Brighter her eyes seem to glow a pale blue light
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage. Only applies while you're performing Combat Actions.
Stress from Injuries acts as a dice bonus instead of penalty.
As Perkins Cadbury smokes weed, the smoke in his lungs that gets spewed out creates a fog of 'understanding,' allowing those he talks to and hears from to be 'understood.' As in, he knows exactly what they're saying through the power of chill vibes, y'know?
You gain the following benefits at all times. You must actively and obviously be using weed to gain the benefits of this Effect.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
The ninja does not approve of guns; they prefer using the bow for its stealth and versatility.
You gain the following benefits as long as engaged in combat with wooden longbows.
You receive +2 dice to all rolls using wooden longbows. Reloading is considered a Free Action.
You also gain the following effects:
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The beastmaster shouts, and their human voice cracks into a deep, bestial roar. Their body swells with muscle, clothes melting into a thick pelt of fur. Seconds later the beastmaster is gone. Standing in their place is a massive grizzly bear.
However, even in human form the beast within remains close to the surface, and the beastmaster finds highly civilized social situations unbearable.
Exert your Mind and spend an Action.
You transform into a brown bear for two hours or until you choose to end the Effect. 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.
Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
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: