To the front, back to the station, for weeks, sometimes months, getting in to combat escaping just by a glimpse, which changed not only his mind but also his body
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Possession of this Power grants the following Trauma at all times: The Broken Oath and Crowded Spaces.
An innumerable mass of veil-thin wings that ebb and flow in the wind while Owen flies, they wrap themselves around his body when not in use, acting as a substitute for an epidermis.
Exert your Mind and spend a Free Action. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your Fleshy Membrane. You require 5 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.
You are subject to the following effects while gliding or flying:
Possession of this Power grants the following Battle Scar: Disfigured - Bloodied Skin.
Possession of this Power grants the following Trauma at all times: Anti-Social.
Billy Chance was called the Hangman in his youth. Not for extensive use of lassos or nooses, but because he was strong enough to crush a man's windpipe one-handed.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +7 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
A grenade launcher is built into Orloc’s arm, and it is electronically linked to control the detonation timings of the grenades it fires. The launcher will rise out of the arm at Orloc’s will, segments of cybernetic flesh parting ways to reveal the sleek launcher, before it fires with a small hiss.
The grenade will then sit silent at the spot it is fired until it explodes in a deadly roar at Orloc’s mental command to his inbuilt launcher.
Orloc received a private offer to test H. I. M.’s “construction demolition tool”. He took them up on it, but he knows it’s no construction tool—it’s a weapon of war, that they’ve decided to test in secret with his body, the expendable body of a marked for death former assassin. After all, H. I. M. is likely betting on harvesting some good data out of how he uses this deadly tool before Helix inevitably takes him apart.
Exert your Mind and spend an Action. Select a Location within 40 feet. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. On the following Rounds, you may choose to detonate the Blast as a Free Action on your initiative. When you do so-- or when one minute elapses-- roll Dexterity + Firearms at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Juan has learned that he needs to meditate in the daylight to heal his injuries.
You gain the following benefits as long as Meditation in daylight.
Any Injury you receive heals quickly, reducing its Severity by one level every three days, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.
The Goblin King taps a lock or lockable structure, causing it to open or close.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
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 psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
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: