Spark of Mjölnir Each wound sealed is a strike of the forge-hammer, each scar an echo of thunder.

2
Requires Novice
You possess the ability to rapidly heal yourself.
Used by Xander Angelos, Created by JHoneyz.
(This Effect has no explicit visibility requirement.)

Whenever wounded, his body emits a small volt throughout his body, slowly reattaching the sinews and muscles back together, as well as his skin.


You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.


Community Power Gifts

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.

Exert your Mind and spend 1 minute. You must actively and obviously use a Bag or things of that sort to activate this Effect.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.

Roll Intellect + Influence 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. The created item lasts 2 hours.

Possession of this Power grants the following Trauma at all times: Technophobe.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).

You gain the following benefits at all times.

You no longer require any sleep or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

Instead of food and water, you must consume UV Light daily for sustenance. For every day you fail to consume it, you lose a point of Brawn. If your Brawn falls to 0 in this way, you die. Your Brawn is fully restored to normal as soon as you fulfill your dietary needs.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.
  • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

You gain the following benefits as long as you have your electronic lining along wrist.

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).

Possession of this Power grants the following Trauma at all times: Perfectionist.

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:

  • Never Forget: You have a perfect photographic memory, and can recall or recreate even complex and detailed things. If you forget something you had previously seen or noticed, you may ask the GM and they will remind you.
  • Push Through It: When you Exert your Mind to ignore Stress and gain +1 to your Outcome, it lasts for 3 Rounds.
  • Quick Thinking: Any Intellect rolls other than Power activations are made as Free Actions. You get +2 dice to all Initiative rolls.
  • Sheer Willpower: You may Exert your Mind up to three times per Round, including multiple times for each roll.

  • When you exert multiple times, if you have the Enhancement Push Through It, the lingering Outcome bonus is limited to +1.
  • If your electronic lining along wrist is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Power Gifts

You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.

Your Extra Appendage is incapable of fine object manipulation.

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.

  • The creature will die at the end of any 24 hour period gone without consuming their specified diet, and it is important that this growing desperation is reflected in how they are roleplayed.
  • The sacrificial Injury received from activating this Effect cannot be prevented by any means or healed before 1 day has passed. It is shared with all Effects that use sacrifice. This Injury does not requires Stabilization or cause Battle Scars when it becomes Severe.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.

You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.
  • When shredded, it returns to full potency in one hour.

You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.

You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.

While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.

If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

You may turn this Effect on and off at will during its duration.

Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to you are performing treatment near the site of a battle, including Effect activations, receive +2 dice.
  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.