A holy yellow glow emanates from the wound, as it slowly closes.
You gain the following benefits at all times.
Any Injury you receive from a source other than Dark Energy 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from Dark Energy are increased in Severity by 1.
Henry pulls the trigger on his weapon long before he's pointing it quite at the target. It still only fires when it'll hit.
The trigger on Stellar Navy weapons is typically more of a safety - standard operation calls for the weapons to be left in ATF mode. The operator looks at their target and holds the trigger while bringing the weapon to bare - it automatically fires when the onboard AI determines that the target is valid and discharge will hit the target.
You gain the following benefits as long as engaged in combat with energy weapons.
+2 dice to all energy weapons rolls.
Possession of this Power grants the following Trauma at all times: Everyone Coming Home: If a teammate is in danger, you must roll self-control or immediately attempt to assist them.
You also gain the following effects:
It appears as if Will's arm seemingly grows infinitesimally small while reaching into the lock and opening it, sometimes distorting the observer's perception of Will as they struggle to reason the sight.
Will's perception of his gift is different to that of observers, once he wants to open a lock he simply reaches his arm in and opens it. The keyhole appears to expand to fit his arm, and he believes that this is completely normal. This is done instinctually, as if it were as natural as turning a doorknob.
Spend an Action to activate. Select a door, lock, or locked target within arm's reach , which is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
This Gift's Cost is capped at 2 and cannot be increased further.
A new feature among Sapphire Sundown units currently being rolled out, the Potential Energy Matrix is a series of wires, power cells, and motion collectors that are installed inside each unit’s chassis. The system is accessible from the unit’s back via a small panel, and makes all units entirely self-sufficient for all energy needs.
Units are still required to power down in order to give the Matrix time to properly recharge.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
This track star may be the fastest thing on two legs.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is quadrupled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 300 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 900 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 300 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.
If you perform an all-out Sprint while this Effect is active, all Attacks targeting you suffer -3 dice for the next Round.
When you roll initiative, you may Exert your Mind before you roll to ignore Stress and get +2 to your Outcome.
You may Exert your Mind and spend a Reaction to automatically dodge any incoming Attack. You do not need to roll.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Lose a tattoo.
You transform into Dragon for 3 minutes. You have access to all of your Powers while you are Dragon, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. Your Stress is reduced by 2.
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.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
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:
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
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.