Lewis moves with mechanical, almost alien speed and precision as he: diagnoses, cuts, and sutures the wounds of his subject, almost as if having performed this thousands of times before.
As Lewis was performing his experiments on the human body, one of the patients wasn't sedated enough and ended up giving him a shoulder injury in the struggle.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
Possession of this Power grants the following Battle Scar: Left Shoulder Subluxation: One of your shoulders is damaged. Whenever it takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it..
You also gain the following effects:
Truly embracing his animal Totem, Carter can no longer hide his mass.
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).
You also gain the following effects:
calories. they make bro shoot fast and switch fast. calories.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
As he is not a creature of flesh, he does not need sustenance. The internal core of Haver provides everything he will need, forever.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
Lod, after his time in China, was able to understand how to commune with others, just as he was allowed to during his 4th contract by the cosmic powers-at-be. He can use his psychic powers to forcefully compress the information he is receiving, at an incredibly fast speed, which allows him to transform that knowledge into a form that is more easily digestible and understandable by Lod.
You gain the following benefits at all times.
You may understand and communicate to humans as if you are fluent in a relevant language.
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion..
To be a master artisan requires knowledge in all sorts of pursuits. Science, painting, engineering, architecture, philosophy, and more. Dedicating countless hours of his life to achieve this ideal, Bryan's cognitive abilities have reached new heights, allowing him to view situations from a multitude of angles and recall information from a variety of fields.
You gain the following benefits at all times.
Your Intellect rating is increased by 3. 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: Delusions of Grandeur: As one of the world's greatest minds and greatest artists, you believe yourself to be the very best, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion and Opportunist: You are always looking for opportunities to gain more status, power, fame, etc. Whenever there is the potential to receive a considerable amount of compensation or reward for your work, you must succeed a Self-Control roll in order to resist shamelessly pursuing the opportunity.
You also gain the following effects:
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
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.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
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.
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.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
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:
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: