Even when Clyde takes a hit, really puts his mind to things, or a little bit of both, it seems that he isn't bothered by this; no injury will hold him down for good until it is enough to make him into pieces, and no amount of insults and traumas would either.
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 at all times.
You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 3.
You get +3 to your Body rating, but -1 to your Mind rating.
Slot opens in my arm and needle snakes out, and injects the target
Exert your Mind and spend 1 Action. 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.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see arm opens up i pull out. a slender silver bone like needle filled with an eery goo..
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
The detective's aim and muscle memory allow him to grab, reload and aim the weapons he's familiar with at great speeds.
Over a decade of practicing withing the French Foreign Legion will teach you how to use just about any modern firearm. However, the investigator has a knack for slower firing weapons, preferring to take aim for each shot, make a precise calculation for each bullet, rather than shooting in bursts or using full auto. Years of practice in the countryside with bolt action rifles, pistols and double-barrelled shotguns can help build up uncanny levels of hand-eye coordination.
You gain the following benefits as long as engaged in combat with French manufactured firearms.
+2 dice to all French manufactured firearms rolls.
You also gain the following effects:
Time begins to slow down to the point that everything is in slow motion, except Ace. During this time ace is able to shoot faster than anyone in the fight and his bullets travel faster than anyone can react.
You gain the following benefits as long as engaged in combat with Handgun.
+2 dice to all Handgun rolls.
You also gain the following effects:
Amaranth is perhaps the progenitor of the vaunted berserker state, in moments of intense stress he is able to work himself into such a frenzy that pain and fear become motivators rather than detractors and in a screaming ball of frothing fury he can throw himself towards his opponents as a ball of teeth, fury, and displeasure.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
Stress from Injuries acts as a dice bonus instead of penalty.
You may only use this Effect once per day.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. 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. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.