Oliver may look like relatively normal guy but underneath lies tremendous strength. When in need he can draw upon this inner strength to push through challenges of brawn and endure heavy blows. When exerting his mind his relevant muscles and eyes glow a faint blow for the moment.
As with all incarnations of the Corpous, each possess epic strength and titanic fortitude, it is up to the individuals will to further enhance it.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. 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:
Flakes of wood surround Dorris as they attach to him, healing his body.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
Whip out your wand, point it at your foe and shout "Magic missile!" A bolt of bright, cold, octarine light whizzes toward your target. It's very Harry Potter until the missile actually hits. Then things get gory. When used as defelection beam, a lightning-like blast deflects an incoming attack.
Exert your Mind and spend an Action. Select a target within 50 feet. You must actively and obviously use A wand: a polished rod of metal or wood. to activate this Effect. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
Fingernails get slightly sharper, and my outside skin layer forms small prickly scales that latch onto any surface.
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 Enclosed spaces.
Penelope's head seems to glow unnaturally with a light that comes from nowhere, her hair floating gently before releasing a small shockwave.
Exert your Mind and spend an Action. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you You cannot activate any powers and suffer a -1 to all Int rolls for the next 2 hours. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Intellect + Medicine Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
Corps radiate energy before raising.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. 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 has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
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 mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects: