After deflecting fake bullets on screen for long enough Asher has learned how to do it with the real thing. After many hours of practice he has learned how to dual-wield weapons.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
You are some form of robot
You gain the following benefits at all times.
You are permanently and visibly transformed: into a tall mechanical man. You are considered to be a Sapient, Non-Living Computer when targeted. Your Intellect is increased by 1.
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.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
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.
The Severity of any Injury caused by computer viruses is increased by 2.
Dominic has developed new implants for his optical nerve. The nanoscale augmentations allow him to tap into the x-ray bands, and with that, he has captured the dream of every super spy throughout time to peer through into the safe, to observe its mechanisms and see beyond.
Exert your Mind and spend an Action.
You may perceive things through Sight within 15 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes. You must maintain Concentration to keep up the effect.
This Effect is not obvious, and the only sign you are using an Effect is Dominic's pupils dilate. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
A semi mechanized arm ripped off from a cybernetic wrestler that Averill later had sewn to himself allows him to exert himself to beyond human capabilities.
You gain the following benefits as long as you have your right arm.
Your Brawn rating is increased by 1. 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 user uses their staff to blast a magical white energy to injure their enemy
Spend an Action. Select a target within 50 feet. You must actively and obviously use Digizoid Staff to activate this Effect. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Walnuts strikes with there claws are swift and devastating, cutting through flesh and bone. Yet still stealthy forcefully imparting their ability to remain silent to the target.
this gift uses walnuts claws that are a tooth and claw weapon that uses the Knive stat block
You gain the following benefits as long as you are engaged in combat with Knives.
+2 dice to all rolls with Knives. You may Defend against firearm attacks from any range using Knives.
Possession of this Power grants the following Trauma at all times: Hunter's instinct: After killing a target you must roll self control to not eat the body.
You also gain the following effects:
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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 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.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. 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, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.