Years in the game turned Rocky into a walking fortress. Whether it’s brass knuckles or a bullet from across the street, he takes it on the chin and keeps moving. Tougher than concrete, and just as cold.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
When Nikki puts her mind to something, she is hard to sway.
You gain the following benefits as long as your Stop When I'm Dead power is activated.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Dragos arms strain until his veins bulge and his eyes bug out, until finally he roars and launches the heavy object in his arms farther than anyone expects.
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 Trauma at all times: Scientists/Science Facilities.
You also gain the following effects:
Neil has honed his understanding of living anatomy, and has reached a point where he can quickly and neatly extract the pieces he desires from a corpse, all to serve his own ends...
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Sir Arthur quietly hums to himself which gives him the ability to perceive the world in a way that he has never known.
His eyesight having been taken seemingly amplified all of his other senses.
The blind swordsman takes his slices with a precision that some might not even expect from a man that actually can see.
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.
Possession of this Power grants the following Trauma at all times: Paranoia.
His own style of Martial arts that pushes far the limits of what is possible with fists, with constant practice, and making his own moves and kata and with practice makes perfect. Rapid hand movements that strike fast and are specific as they strike vital points and hit hard do so and flexible, all with flair and power. Coming from within him with the help of what was his headband to which is helping with how this is possible, as he has recently retrieved it due to the recent beginning in contract work. Being passed down from his own Sifu and at the time being the sole inheritor and one of his main focused disciples at the time of the young age. Picking it back up now as he is trying to push himself further.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Headband to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects:
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
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: