Sediment flows across his skin covering every inch of his body in a layer of rock and clay, hardening, Protecting him from attacks while allowing him to move freely. He keeps it hidden under his clothing, only covering the areas covered by cloth and covering his extremities only when needed
You gain the following benefits at all times.
You have 4, which reduces incoming damage from all sources of physical attack except any form of mining tool. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Even before the Contracts, Mike could hear a worn CV axle before the boot was even torn (and at 100 yards, so he claims). Now that he is imbued, his senses have picked up to literal superhuman levels.
No Change for rework
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Teresa is a giant doll conjured by Nikelaos, used only to treat any injuries surgically. It is equipped with countless medical tools that can be used to provide first aid and perform major surgeries.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an abhorrent spirit.
Phantom is a gambling man. Yet, he also has a intuition for what he usually does. Using this intuition, he hones in on security guards and the likes, allowing Neo-Genis to turn this special gift of his into a power. Then, he uses a card to tell his fortune, spinning it and fiddling with it as he catches the card and glances at this fortune, telling him what to watch for, for the next 2 hours.
Exert your Mind and spend two Actions performing the following ritual: throwing the card around, flipping it through the fingers as phantom whispers "cmon baby, show me my fortune today~". You must actively and obviously use Card to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Security Personnel within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no Security Personnel targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
With the judicious application of many mutagens, Oleg has transformed his physiology to operate beyond human limits. This adaptive power grants him increased speed, strength, and heightened perception, along with a remarkable flexibility in form. His body can now generate specialized implements or adapt structurally to suit varied environments. Subtle but visible changes become apparent, becoming more apparent the more he exerts himself physically: his muscles and bones seem to realign with purpose and his pupils dilate or constrict with unnatural precision. In darker settings, a faintly luminous glow can be seen shining from the inside at all times, growing brighter and brighter as the exertion rises - during moments of high tension and oxygen consumption, his insides glow intensely, giving him the look of a glowing anatomical model of himself. The transformation, while useful, comes with a marked photosensitivity resulting from the mutagens used in the making of the new body.
You gain the following benefits at all times.
You are permanently and visibly transformed: Plasmoid Revenant. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
Possession of this Power grants the following Battle Scar: Light Sensitivity.
Terra is beginning to learn the demonic tricks of manipulating the human mind through the use of dark illusion. The extent is limited for now, only unlocking ability to draw the targets mind onto a piece of paper and due to the amounts of hellforce being applied, burning the illusioned object when completed.
Spend an Action to activate. Select a Paper within arm's reach.
The target becomes disguised with a new forged appearance of your choice, which must fit within the theme of _Identification_. You may have up to 1 Forgeries active concurrently and may choose to end the effect at will as a Free Action.
The new appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), as long as they are within your theme, but must be of a similar size and weight to the targeted Object The forged appearance will generally hold up to any mundane scrutiny, though exceptions can be made at GMs discretion.
When your Forgery expires, the original Paper is broken or otherwise rendered useless.
This Gift's level is capped at 2 Gifts and cannot be increased further.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
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).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.