Sentinels of the City
You do not age and cannot die. You still suffer damage, even to the point of death, but you can recover from having your Strength reduced to 0. Your body slowly regenerates lost parts so, short of atomizing you or exposing you to a constant source of damage (in a volcano or the heart of a star, for example), you’ll always come back eventually.
If your Strength is reduced to 0 (or any other time you “die” and recover), you lose all your current Determination and must accumulate more starting from 0.
You are resistant to physical damage, subtracting your Invulnerability level from the damage caused by an attack, which may reduce it to 0 or less, meaning you suffer no damage. Attacks reduced to 0 damage may still stun or slam you, however, even if you suffer no actual damage from the attack. Attacks reduced below 0 damage have no effect at all.
Your Invulnerability may come from armor plating, a leathery hide, skin made of something other than flesh (such as metal), or just a general superhuman toughness, you decide.
You can attack more than once per panel, with your total number of attacks based on your power
level. Make each attack test separately. L1-L5: 2 attacks. L6-L7: 3 attacks. l8+: 4 attacks.
You can cause a fast-acting affliction – like a disease or toxin – by touching a target. The victim makes a Strength test against your Affliction level each page; failure results in power level damage. A massive success shakes off the Affliction and prevents any further damage. Lesser success means no damage, but the Affliction continues and another test is required on the following page.
A victim reduced to 0 Stamina begins dying and losing Strength levels, although medical attention can arrest this loss, substituting an Intellect test (with Medicine specialty bonus) for the Strength test against the Affliction.
You can remove your Affliction at will, simply by touching the victim, halting any further damage.
As a bonus power, you can use your Affliction at close range without having to touch the target.
You can control plants within extended range, forcing them to twist and turn and using them to wrestle, attack opponents, or block attacks (see p. 68) using your Plant Control level in place of the usual abilities for those actions.
You receive visions of what may happen in the future. Sometimes these visions come unbidden, provided by the GM as plot hooks or helpful hints.
A deliberate attempt at Precognition requires a power test, rolled secretly by the GM against a difficulty based on how obscure or distant the future events are you are trying to see. A moderate success gets you some cryptic clues and visions open to interpretation. A major success gets you clearer information, perhaps a name or a face, while a massive success gets you a very clear and detailed vision, although not necessarily all the information about the events.
The GM can also choose to give you a precognitive vision at any time, having you pick up on particularly strong premonitions as a plot hook to further the story.
Precognition also allows you to spend Determination differently: you can choose to make a determined effort on a test after rolling the dice and seeing the result. You can also avoid certain hazards: with a major or better success on a Precognition test and a point of Determination, you can retcon an event that just happened so it wasn’t real at all, but a precognitive warning!
You can use both these benefits (spending determination after a roll and retconning events) a maximum number of times per issue equal to your Precognition level, in whatever combination you choose.
You have a special sense for danger, moments before it strikes. You can substitute your Danger Sense level for your Awareness for surprise attacks, for your Prowess for evading, and for your Coordination for dodging (essentially making your Danger Sense level the difficulty to hit you in combat).
If you generate a Danger Sense level equal to or lower than your Awareness level, re-roll until you generate a higher level.
You can surround yourself with a damaging effect like fire, raw energy, sharp spines, or acid, for example. Choose the effect of your Aura when you gain this power. Anything touching you suffers power level damage; this includes anyone attacking you unarmed (or their weapon if they attack with one). If you deliberately touch an opponent (including wrestling them), they suffer your Aura’s damage.
You can transform into a form other than flesh and blood, selected from the list below, at will. While transformed you possess the properties of the material and gain Invulnerability (p. 41) equal to the power’s level.
Depending on the form and Game Master approval you can use the level of this power to determine damage when attacking in close combat (punching with fists of steel, igniting things while made of fire, suffocating with gas or water, burning with acid, etc.).
Each type of Alternate Form is a power group, so you have Electrical Form, Fire Form, Gaseous Form, Metal Form, Water Form, and so forth, as individual powers.
Gaseous: You transform into a cloud of gas. You can flow through any opening that’s not airtight and move through the air at your normal ground movement speed.