As long as you give it time to adapt, the robotic equivalent to the human brain is a lot less affected by attacks on your cerebral capabilities and can act in an emergency where a person would've succumbed to their wounds.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is divided in half.
While Incapacitated, you may Exert your Mind to take a single action.
Possession of this Power grants the following Battle Scar: Brain Overload.
Molpa's social presence is unmistakable and enchanting. Her every word, no matter how unpleasant in intent, hits the ear in a most pleasant way. Those around her are compelled to stand up for her, but it's also impossible for her to disguise her presence.
You gain the following benefits at all times.
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).
You also gain the following effects:
"The Beast" goes Beast Mode on his enemy
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 10. Armor is fully effective against this Damage.
If a Living target would suffer an Injury Severity 5 or greater from this Effect, they die.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
The user holds a cross and mutters a silent prayer. The heavens hear, and they watch over their valiant soldier. Everything around them is now within the eyes of God.
Exert your Mind and spend two Actions performing the following ritual: various prayers asking for guidence and truth. This Effect cannot be used unless is directly under the sky. You must actively and obviously use a cross to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Abominations (Alien Beings) and Sinners (Catholic Doctrine) within 300 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.
If no Abominations (Alien Beings) or Sinners (Catholic Doctrine) targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.
You receive a vision of their faces. Glimpsing what their sins were, or what an abomination may be capable of for each being you detect.
Possession of this Power grants the following Battle Scar: bad eyes: all rolls that rely on perception are at a +1 difficulty.
Xenomorph blood is a potent molecular acid that Xenomorph XX121 contains within its body. A highly corrosive substance, it is capable of burning through virtually any natural or man-made material in short order. While the use of potent acid for blood provides the creature with an obvious defensive mechanism, the fluid's primary purpose is in fact in providing the Xenomorph with its energy. Acid blood is one of the Xenomorph's most recognizable physical attributes, and all stages of the creature's life cycle have been found to contain the fluid.
This Effect activates whenever taking a severity 2 or higher. It does not require an Action or Exertion. Select a target within arm's reach which has both fuel and oxygen available (if you are starting a new fire). Your target should be intuitively based on the triggering event.
You may start a new fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
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Exert your Mind and spend an Action. Select a Living target within arm's reach.
The target's sense of smell and taste becomes suppressed for the next minute. Any roll requiring smell or taste automatically fails, and other relevant rolls suffer up to a -3 dice penalty at the GM's discretion.
The detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
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.
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 arm's reach. 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 aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.