Eden's fire and dragon flesh within them cauterizes and gradually heals any injuries they receive.
You gain the following benefits at all times.
Any Injury you receive from a source other than extreme cold 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 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.
Injuries you receive from extreme cold are increased in Severity by 1.
By all accounts, Ky Matranaga should be out for the count. He's injured beyond belief, gritting his teeth through a pain unimaginable. Yet, against all odds, he continues to fight-- his honed, martial discipline and unyielding, fiery spirit continuing to push him forward.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
The instinct of a old soldier thats been experimented on
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:
Henry's ferret form provides him with just a little bit of leeway on being attacked - He's able, like the mustelid he transforms into, to just wiggle himself a LITTLE to the side, to simply not be hit. However, once he starts dodging, it's easier to keep going than stop, so he ends up jumping around the battlefield, and inadvertently smacking about his opponents. A pair of furry brown little ears and a tail sprout from him when this happens, a small nod to where this ability comes from.
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.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
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.
Synok's spent a embarrassing amount of time in his backyard with mall ninja throwing knives. Surprisingly, he's gotten incredibly good with them.
You gain the following benefits as long as you are engaged in combat with throwing knives.
+2 dice to all rolls utilizing throwing knives.
Possession of this Power grants the following Battle Scar: one eye.
You also gain the following effects:
as leon start learn master of starfire he unlock soulfire variant that can attack but protect it user automatically for all kinda of harm and environment
You gain the following benefits at all times. You must actively and obviously be using Glove to gain the benefits of this Effect.
You have 3 Armor, which reduces incoming damage from all sources of physical attack except Ice magic. Armor from multiple sources does not stack.
Your Armor protects you against Injury from non-physical sources as well.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
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 influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
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.