Oggi has always been known as bright for his age, picking up complex engineering skills despite a formal education. Yeah, fuck formal education. He’s reached enlightenment on his own. The firing of his neurons even faster than his artillery.
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).
Extreme injuries require serious measures - people whining about paper cuts need a Bandage or Band-Aid instead. If the bandage is removed/significantly damaged, the wound returns unhealed - no peeking!
Exert your Mind and spend 2 Actions. Select a Living target within arm's reach. You must use up a Bandage or Band Aid (depending on the wound) in order 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, unless it had Severity 4 or higher, in which case its Severity remains the same. 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. Your patient is required to Keep the Band-Aid/Bandage on it for the next month. If they violate this rule, your treatment is immediately reversed.
You may treat Severity 1 Injuries without making a roll or paying the Exertion cost, so long as they were not self-inflicted as an activation cost for an Effect.
Mikey is especially adept with wielding handguns. He is able to draw them with blistering speed and precision. His quick thinking is able to aim for weak points in his targets defenses. Handguns he fires will only make a noise if he allows them to.
You gain the following benefits as long as engaged in combat with Handguns.
Your attacks with Handguns deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
The user momentarily dissolves into a shadowy mist and reappears at the chosen location. The user briefly becomes incorporeal, merging with nearby shadows. After a brief moment of dark, swirling mist, they materialize at the chosen location.
When activating the ability, the user’s body becomes enveloped in dark, shifting shadows that blend with the surrounding darkness. As they leap, a brief, eerie chill may pervade the air, and faint whispers or murmurs might be heard, hinting at the dark magic involved. Upon arrival, the user reappears with a subtle flash of dark energy, the area around them momentarily darkening before returning to normal.
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Possession of this Power grants the following Battle Scar: Chronic Ankle Instability.
Faira can lessen the wear and tear of the roads on anything she touches.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a non-Alien things that travel the roads. From shoes, to 18 wheelers. within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
The radioisotope turns to a suitable repair tool before flashing brightly, Dr.Ghoul takes his time repairing the item to its proper functioning, its abilities no longer locked behind a shabby break.
Spend 10 minutes. Select a Non-Living or Animate target within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. When repairing Sapient targets, you must Exert your Mind. You must actively and obviously use A radioactive item (at least as radioactive as thorium) to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6 (or 8 for Sapient targets).
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
If you are successful in repairing a Sapient Object, a single Injury on the target is reduced in Severity by your Outcome.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie 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 one minion active at a time.
You may only use this Effect once per day.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
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.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
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 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.