Haerin has developed a mastery of the weapons with his soul and of the souls of others. Swords he wields glow a pitch black darkness as they are coated in the darkness of his soul
You gain the following benefits as long as you are engaged in combat with Swords.
+2 dice to all rolls with Swords. You may Defend against firearm attacks from any range using Swords.
You also gain the following effects:
"duke swing his arm causing a invisible wave of hurting,slowing damaging the target from inside out.
like a komodo bite,the longer it takes for you to treat it,the more easy is to take the prey out."
"duke swing his arm with all his might,making a gust of wing going straight for the target's body.
mere seconds pass they start to growing internal pains,that get worse In every hour,and if not treated they will perish."
Exert your Mind and spend an Action. Select a Living target within arm’s reach. Roll Dexterity + Brawl at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
Character appears the same except for occasional, perceptable, "flickers" that occur every few minutes where the nanobots quickly rearrange and reform.
Every cell in your character's body is replaced with nanobots. They function exactly the same as the cells they replace but can also reconfigure themselves at will.
You gain the following benefits at all times.
You are permanently and visibly transformed: Nanobots. You are considered to be a Sapient, Living Computer when targeted. Your Dexterity is increased by 1.
Your body is adapted to surgery. You receive +3 dice on non-attack rolls related to surgery.
Your body provides you with the functionality of surgical tools. If used to attack, these "tools" use the same stats as a small knife.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
This is an alien blade, positively radiating an otherworldly aura of authority- similiar to the one used to banish Adam and Eve from Eden, and used to guard the tree of life.
When drawn, it the blade is engulfed in a heatless white flame (that's not 'holy', not exactly...) His whirlwind uses the focus, but channels holy destruction through it in his sword's range.
You gain the following benefits as long as Archangel form and you are engaged in combat with Swords.
+2 dice to all rolls with Swords. You may Defend against firearm attacks from any range using Swords.
You also gain the following effects:
She always was the best with a bat.
You gain the following benefits as long as you are engaged in combat with baseball bats.
+2 dice to all rolls with baseball bats. You may Defend against firearm attacks from any range using baseball bats.
You also gain the following effects:
CLAK CLAK CLAK CLAK
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 45 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Fucked up!! severity 4!!. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
If the target receives an Injury, they are knocked back 5 * Severity feet.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see very scary, claw looks very sharp..
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
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 Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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 time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).