Your skin has grown to bd unnaturally thick and strong to the point of where it can easily defend attacks.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Fox’s face resembles that of a Fox. His ears are positioned on the top of his head and he has a snout which ends in a soft button nose. His teeth are sharp and ready to sink into flesh. He sports a long bushy tail which restricts the clothes he can wear.
You gain the following benefits at all times.
You are permanently and visibly transformed: Fox-man. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
Your body is adapted to stealth. You receive +3 dice on non-attack rolls related to stealth.
You may make a +2 Weapon Damage Bite attack without additional equipment.
Possession of this Power grants the following Battle Scar: Furred-form: You have the face of a fox and a bushy tail to boot. all social rolls are made at +1 difficulty and this suppresses beautiful..
Possession of this Power grants the following Trauma at all times: Paranoia.
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.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
David channels the Gorgon’s blood through his fingertips once more, and pushes it into his target via skin-to-skin contact (typically placing his palm on the affected area and pushing down like CPR). Pushed this way, the blood is ravenous, and will eagerly consume any ailment in the target’s system…eating the target a bit from the inside as well. After pushing on his own blood like that, David is a bit paler himself.
If targeting himself, David instead pushes the illness out from within his own veins, exsanguinating himself a bit in the process.
In ancient legends, it is said the demigod Asclepius used the Gorgon’s blood to heal the sick, cure the blind, and even to raise the dead. As David has Gorgonblood swimming through his own veins, he’s learned how to push it to “heal the sick”.
Increase your sacrificial Injury's Severity by 1 and spend 1 minute. Select a Living target within arm's reach. Your target takes a Severity 1 Injury.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
As the lights go out, every thing becomes so much clearer. This is where you were meant to be. This is your hunting grounds.
You gain the following benefits as long as it's night time.
Your senses are enhanced in the following way.
Ripley sits at a high-top in corner of bustling restaurant, sipping at a mixed drink that she barely tolerates. She eyes a thin man drinking alone at the bar, reaching down to pull her talisman from her wrist and begin to thumb at it. Ripley opens her mouth to call out to the spirits clinging to the man. She shivers as the condensation on her glass frosts over, her Voice bringing the whispering spirits close...
After a minute, Ripley has finished writing a list of victims, and some of the man's darkest secrets in a small booklet...
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You must actively and obviously use Spirit Talisman to activate this Effect. At the end of your investigation, roll Perception + Occult at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Nothing is observed, just the pure raw perseverance of an eastern European Balkan male.
The hardened environment that Dimitry has grown up in for 26 years of his life has taken a toll both on himself and his body, and therefore he has learned to endure and survive that which may normally break the average man. The Balkan blood that runs through his veins is that of steel, and his will is iron.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
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 choose to equip any equipment you withdraw at no additional cost.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
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.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive 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.