Ashen One is one, of absolute defense. Clash/Defending, and parrying... Fuck it, we ball.
You gain the following benefits at all times. You must actively and obviously be using Shield to gain the benefits of this Effect.
You have 6 Armor, which only reduces damage taken from Clashing. Any armor piercing effects from Clashing are ignored. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Your Armor’s rating is increased by 2. If you Attack, Clash, or initiate a Contested roll, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
With the enhanced agility of a cat, and being even further blessed by the one up above, the user is able to move at a fast pace.
You gain the following benefits at all times.
You can run at three times your normal movement speed.
Such a handsome hound as wally is welcome everywhere he goes. Being a conman has never been easier.
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).
The bro cannot be stopped. Bullets bounce off his immaculate white top as he helps a little old grannies crosses the road.
You gain the following benefits at all times. You must actively and obviously be using a white tanktop to gain the benefits of this Effect.
You have 9 Armor, which only reduces damage taken from from all sources while doing a good deed. Any armor piercing effects from from all sources while doing a good deed are ignored. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Your Armor’s rating is increased by 2. If you Attack, Clash, or initiate a Contested roll, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
Possession of this Power grants the following Trauma at all times: good samaritan: anytime you see someone in need of some help, roll self control to not help them and oblivious: you struggle greatly to navigate subtle social interactions. roll self control anytime you attempt to lie or distort the truth. If you fail however, you may exert to do so regardless..
he's just a harmless therapist
You gain the following benefits at all times.
Your Charisma rating is increased by 0. 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:
Observers of the gift will observe the iron giant approach the receiver, silently raising his hand, as a darkened blood commences to leak through the crevices of his gauntlet. The Giant will do a cross on the receiver, not really mattering its placement. The mark will feel warm, and progressively on the next few moments, the user will start feeling how hunger and thirst are no longer there, and neither is the need for air. The recipient will feel completely content and well fed. No starvation/dehydration symptoms are noticed from usual recipients.
Several spikes have grown between the gauntlet and the iron giant's skin. These spikes, upon activation of this gift, extend to puncture the hand of the Penitent, opening several offices that begin leaking small droplets of blood.
This blood becomes modified and deeply enriched by special glands located on the inside of the gauntlets as they leak through it. Upon bearing the bloody cross on the body of the receiver, he absorbs the nutrients of the enriched blood through the skin, nourishing the user for the entire day.
Spend an Action. Select a target within arm's reach.
For the next 24 hours, your target does not require any food, water, or sleep.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
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.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.