Your injuries simmer with heat, your body filled with the power of Fire. Your injuries burn into ashes and new growth appears. The cycle continues.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
In a gory, almost supernatural display of medical expertise, you cut and mend flesh as if it were nothing, using the brutal methods of the chainsaw and the refined art of the scalpel you manage to seal up even the most painful injuries.
You gain the following benefits as long as Your Cybernetic Arm (See: The Doctor's Hand) is currently active and switched on.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
I feel… nothing. I’ll just replace whatever…
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
As Bill walk around, getting shot, falling from heights, or even simply "burning" himself, it doesn't really seem to hurt him much, if at all. He just kind of shrugs it off as he gets shot even. His skin now as rugged as leather, seems to take impact and slice all the same from most sources.
While Bill can take bullets no problem, wildlife always seems to give him more trouble than usual. Between the alligator bites, the mosquito stings, something about living fibers can easily pass through his skin.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming damage from all sources of physical attack except natural attacks. 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.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
Uma vida de treino com armas, transformada em presente por um sonho de capacidade.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
The metal choker emanated a loud, attention grabbing voice when the 6ft sewn together human turned to them. he said in a intimidatingly deep tone "Where is the suitcase" as he trudged over to the guards, his knuckles crackling menacingly.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to humans as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
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). The target's Armor is fully effective against this Damage.
You also gain the following effects:
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
Your Extra Appendage is incapable of fine object manipulation.