Hidden beneath Schmekelmeister's hair is a computer chip that appears to be linked into his brain. Whenever Schmekelmeister is "thinking" hard enough, this chip appears to go into an overdrive state and starts to flash red and green LEDs.
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).
Possession of this Power grants the following Trauma at all times: Paranoia.
You also gain the following effects:
"...Fear not my wretched form! This is my burden to bear... But I shall mend you! Step forward, and after but a minute your scars will disappear! The nebulous glow that signifies my influence, and the wart-like skin that falls away after several seconds, revealing new, unscarred tissue! Follow me, and be reborn in the quagmire of the universe!..."
[Disfiguring]: Obviously, Serq is already disfigured, via their right arm frogging out. Utilizing the affected limb, they can transfer some of their sickly-looking frog skin to their patient, and over the course of a minute they heal and the skin falls away, revealing brand-new tissue. Part of it is from Serq's inherent alien ability, but it is bolstered by the parasites inside their body and especially inside their arm.
Exert your Mind and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Possession of this Power grants the following Battle Scar: Alien Sting: Phase 2.
He opens up his mind waves and uses 110% of all his brain power to solve his problems and give him answers
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).
You also gain the following effects:
Shizuku wings are now usable.
fox's fly.
You gain the following benefits at all times.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. 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 are subject to the following effects while gliding:
Possession of this Power grants the following Battle Scar: Fox tail.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Once nanobots detect damage to the host, they rush to damaged area of the host, and start assessing and repairing the damage done to the host. There are some complications when the host is electrocuted, however - it causes interference, causing nanobots to ignore the injury. In addition, nanobots can't do much if a major blood vessel is severed, as host bleeds nanobots faster than they can heal the wound. Observers may be concerned by host rapidly recovering from their wounds in a single day.
While the nanobots are capable of self-replication, and they abuse this capability to keep the host healthy, the built-in failsafe ensures that they cease to function once they leave the host - most frequently when hosts receive wounds and start bleeding all over the floor.
Of course, there are some, one might say, unforeseen consequences to nanobots continuosly repairing the damage done to the host. But surely the host won't be wounded too heavily or too frequently for those to kick in, right?
You gain the following benefits at all times.
Any Injury you receive from a source other than electricity heals quickly, reducing its Severity by one level every 6 hours, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.
Battle Scars caused by your Injuries will remain.
Injuries you receive from electricity are increased in Severity by 1.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
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 mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets