No longer flesh; but mahogany, steel, nickel and copper.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming damage from all sources of physical attack except Fire. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Dr. George Elliot possesses the Nocturnal Perception power, This ability grants the user heightened senses, allowing them to see clearly in total darkness and hear with extraordinary precision. In the absence of light, they can navigate effortlessly, perceiving their surroundings through a combination of dark vision and acute auditory sensitivity. The user can detect subtle sounds, such as breathing, footsteps, or distant movements, and pinpoint their sources with remarkable accuracy. Whether in complete blackness or shadowed environments, Nocturnal Perception makes the user a master of stealth, tracking, and awareness, operating with precision in situations where others are blind and deaf to the world around them.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: Sensitivity to Bright Light: This extreme sensitivity makes it painful or even debilitating for him to be exposed to bright lights, especially sudden flashes of light, which can temporarily blind or disorient him. Roll Self-Control to not be stunned for 1 minute while not having his goggles on in bright lit area.
Reaching out into empty space, you tear open a jagged portal to an abhorrent domain of bleeding eyes and gnashing teeth. A short walk through the domain allows you to arrive at your destination along with anyone that is with you.
Exert your Mind and spend 1 minute. Select a Location within your line of sight. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait 1 full Round before activating this Effect again.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you tear open a wound in empty space, opening up an endless hallway of bleeding eyes and gnashing teeth.
Andrew Guy's form goes blurry around the edges, it becomes hard to focus on him, and suddenly, he appears to be standing elsewhere, as if he was always there.
Andrew is such an insignificant component of the universe that sometimes, errors occur, shifting his position in space to somewhere nearby as if he was always there.
Exert your Mind and spend an Action to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
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.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
Emily holds up a hand, and takes her glove off with her teeth. On the back of her hand is a QR code.
Holding this code up alerts the nearest drones. A pigeon will fly over, and settle on her arm - and begin sharing directly from the federal database - everything they've got on the target. They're everywhere.
She seems to twitter back - like an insane woman talking to a bird. Weird, huh?
Spend a minute. Select a Sapient target within 20 feet. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + Technology at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is a pigeon comes out of nowhere and starts tweeting at me from my arm. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Paranoia.
Kirk fires the pistol at the ground, ripping into the deepest reaches of hell. Clips, his old friend, crawls up into reality from this place and clambers onto Kirk's back. Clips, while not wholly existent once his form connects with Kirk's, has a facial structure of a healthy person, despite having the oddity of a pierce wound on his cheek, which seems to be locked in time, as if Clips was removed from reality the second he were to die. Clips, nicknamed because of his over insistence on using scissors for everything, has ugly hair and other features, with facial hair that seems like a bear hacked at it in a maniacal frenzy.
Exert your Mind and spend two Actions performing the following ritual: Kirk pulls a weapon out and loads one singular bullet into the magazine. After saying a short prayer, he fires the weapon into the ground, piercing into the dirt/ground, opening a hole into hell. You must actively and obviously use a firearm to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single ghost soldier at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
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 Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
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: