Jethro has the ability to come back if he is ever fatally injured, as the fans would riot if the main character would die!
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Brawn, or if you take an Injury with Severity greater than your rating in Brawn, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Doctor Lazcowicz appears to shrug off injury and mental anguish alike. Though wounds still mount and strain still builds, an almost fugue state prevents him from noticing, for good or ill.
News of Diana's apparent death threatened to debilitate the doctor, so his nanotic system responded by rewiring the pain and trauma centers of his brain to keep him moving regardless of short-term impediment.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
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You gain the following benefits as long as engaged in combat with rifle.
+2 dice to all rifle rolls.
You also gain the following effects:
The junkyard surgeon grew up molded by the trash and junk. Where others saw waste, they saw potential. With this ability, the surgeon can heal, graft and modify themselves and others with discarded items considered to be trash.
Exert your Mind and spend a minute. Select a Living or Animate target within arm's reach. You must use up Anything discarded and considered to be trash in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Healing a Battle Scar in this way leaves behind It's clear that trash is being used to achieve the result on the target which cannot be healed.
His nose detects whiffs of foul odour, like rotten meat and stagnant water.
Exert your Mind and spend an Action.
You automatically detect all Undead within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
John had found himself in possession of the enigmatic Scar of Eanna, its origin shrouded in the deepest obscurity. A profound and unbreakable bond ensued as he connected with this artifact, to the point where he became inseparably fused with it. This remarkable connection, over time, seamlessly integrated the Scar into his very chest, resulting in an extraordinary transformation. What once appeared to be a peculiar metallic imprint bore an uncanny resemblance to an intricate and otherworldly tattoo. To a casual observer, John might have struck an impression as a devoted adherent to some mystical faith. However, upon closer scrutiny, the observer would experience a profound and unsettling sensation, akin to encountering an enigma that defied conventional explanation.
The necklace/scar exerts a profound influence on John's mind. Whenever he can't unequivocally confirm its presence, a potent cocktail of panic and fear engulfs him. This goes beyond the mere sensation of its weight against his chest. If he can't currently see its luminous metallic luster, feel the warmth radiating through his hand, observe the subtle yet undeniable impact it has on those nearby, or hear the faint sizzle of its utilization, he finds himself ensnared in a paralyzing web of uncertainty. It's akin to a Schrödinger's Cat scenario, teetering on the brink of existential dread, desperately gasping for confirmation through every available sense. Without this validation, he experiences an inner decay, his very being slowly withering.
You gain the following benefits as long as you have your Eanna's Cross. The Eanna's Cross is burned into his chest. It is a metal chunk (originally a necklace) that he welded and attached to his chest.
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).
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:
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
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.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects: