Donovan, having gotten used to flying about, has noticed and increased speed in his manuevers, his wings feel lighter, they feel less stiff, they're much better
You gain the following benefits as long as long as you are flying.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
Ellis can withdraw a bonded bomb and cause it to detonate in a specific way, assaulting the minds of anyone in the radius and driving them to repent for their sins.
Exert your Mind and spend an Action to activate. Choose a location within 300 feet. All Sapient targets within 300 feet within 20 feet of it are affected. You must use up an explosive which has undergone the Ritual of Bomb Bonding in order to activate this Effect. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically.
If they fail, affected targets will take 1 point of Mind damage and gain a Compulsion to punish themselves for sinful behavior as a Trauma. This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
Chika takes a scroll in her hand and rolls it out. The scroll can have a pre-designed pattern on it, created by Chika or someone else, or Chika can create the design on the spur of the moment.
She then begins harnessing ancient ninja magics, often in a meditative pose. As she does so, the pattern on the scroll begins to float off, swirling through the air and meeting the area of the scar.
As it does so it begins restoring the area. After the ritual is complete, the area is restored, be it missing limbs or what have you, now bearing the design that was on the scroll.
New limbs and areas formed by this power leak shimmering whisps of light in different colors depending on the pattern rather than blood.
Exert your Mind and spend an hour to activate. Select a Living target within arm's reach. You must use up A scroll with symbols, patterns, or colors on it in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately. 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.
Healing a Battle Scar in this way leaves behind The repaired area takes on the appearance of what was on the scroll on the target which cannot be healed.
Purple glowing nanites move from her purple glowing triangles on the back of her hands and line the rivets and grooves of her body, enhancing her capabilities greatly.
You gain the following benefits as long as you have your Glowing Nanite Triangles on the back of your hands.
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).
Possession of this Power grants the following Battle Scar: Uncanny appearance.
You weigh at least 2500 pounds. All rolls to swim, jump, climb, or fly are made at +2 Difficulty. Many vehicles, structures, and similar have trouble supporting your weight and might break or not operate properly.
Possession of this Power grants the following Trauma at all times: Anti-Social.
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:
By donning a pair of curly-toed shoes, Preston may walk on walls and ceilings.
You gain the following benefits at all times. You must actively and obviously be using Curly-toed shoes to gain the benefits of this Effect.
You may move easily and without a roll in any of the following situations.
Henry pulls the trigger on his weapon long before he's pointing it quite at the target. It still only fires when it'll hit.
The trigger on Stellar Navy weapons is typically more of a safety - standard operation calls for the weapons to be left in ATF mode. The operator looks at their target and holds the trigger while bringing the weapon to bare - it automatically fires when the onboard AI determines that the target is valid and discharge will hit the target.
You gain the following benefits as long as engaged in combat with energy weapons.
+2 dice to all energy weapons rolls.
Possession of this Power grants the following Trauma at all times: Everyone Coming Home: If a teammate is in danger, you must roll self-control or immediately attempt to assist them.
You also gain the following effects:
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
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).
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.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Take a Severity-1 Injury and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of minutes equal to the Contested Outcome. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. Otherwise, they may Exert their Mind to evict you from their body.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air.