Turning to face the blow head-on, I smirk as charmingly as possible as my challenger's blade shatters against my chest. I spend several seconds determining an appropriate quip before giving up on something so base and efficiently dispatching of my foe.
[Disfiguring]: How droll. How crude. These people are far beneath me. However, for such lowly opponents, there is an obligation to give them a sporting chance. I shall not flee, nor give excessive chase. If they are smart, they will use that opportunity to exit. If they are not... Blood.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Possession of this Power grants the following Battle Scar: Chronic Ankle Instability - Noblesse Oblige.
Due to your distinct life choices, you've become adept with your senses, to the point they've become super human. Your olfactory has become hyper sensitive and allows you to build what is essentially a library of scents in your head.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Abbas grows a chameleon-esq tail... which he uses to balance himself, using it as a counterweight, along with his natural training, he flicks his tail like a cat to turn himself faster to react to stuff, and even occasionally uses it as a counterbalance to his higher-trained reflexes.
The tail itself has a bit of a pink and white hue to it, looking more like a Encanto coloring.
When not in use though, he keeps his tail wrapped around his waist
You gain the following benefits as long as you have your A tail.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power 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:
looks like nothing. The person with this gift looks as if they are invincible and invulnerable.
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except ammunition of any kind. (Bullets, arrows, darts, knives, shurikens. Ya know, all that jazz. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
After sustaining multiple life threatening injuries on his recent contracts, Douglas has built up a superhuman tolerance to both physical and mental pain. Stress doesn't effect him nearly as much as it used to, allowing him to stay focused on completing his contracts and making it out alive.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
The greed that fills me fills my muscle and my bones, ready to lift boulders or crush my quarry
You gain the following benefits at all times.
Your Brawn rating is increased by 3. 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).
You also gain the following effects:
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + 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 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
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.