====== SALVAGE SPACE: SUPERPOWERED CONFLICT ====== ===== Altered Abilities In Conflicts ===== ☐ **Additional Limbs** \\ Able to manifest and control additional limbs. Does not grant additional actions on their Turn, but does grant additional choices of readied actions they can take. ☐ **Body Armor** \\ Able to manifest toughening of hide or skin up to armor plating or exoskeletons May act as damage resistance to a specific form of kinetic or energy attack. May cause the conversion of Will Reserves into Endurance Reserves to resist the blocked damage. ☐ **Burrowing** \\ Able to manifest strengthening of limbs to enable rapidly tunneling through the ground. Primarily useful in ambush and surprise, or escape. Maybe used for punches and grapples with increased damage or effect. ☐ **Cellular Resistance** \\ Able to resist cellular damage or contamination such as viruses and bacteria May act as a variation of Damage Resistance depending on the attack. ☐ **Chameleon** \\ Able to manifest chromatophoric alterations of hide or skin coloration or patterning Excellent for ambush, surprise or concealment. May not react fast enough to provide concealment during movement. ☐ **Claws** \\ Able to manifest weapon-like claws or spikes useful in kicks, punches, knees, elbows, and grapples. ☐ **Flight** \\ Able to manifest membranes or wings for gliding or flying. Especially useful for ambush or escape. May expose the glider to additional attack during conflict. May penalize the glider for other combat actions during flight. ☐ **Jumping** \\ Able to jump and leap extraordinary distances. Useful for ambush, surprise, spring attacks, back-stabbing, and escapes. ☐ **Paralyzing Touch** \\ Able to manifest a contact poison which can paralyze a victim. May be possible to apply poison to ranged weapons. May require one or more Turns to take effect. ☐ **Phasing** \\ Conscious cellular control interacting with matter. May allow reduction or avoidance of damage from physical attacks which just pass right through. May allow escape from grapples and pins. May allow ambush and surprise bonuses depending on atmospheric and lighting conditions. ☐ **Regeneration** \\ Ability to regenerate lost limbs or organs. May regenerate too slowly to effectively use during conflict. Will still allow Endurance Reserve regeneration to stop recurring wound damage and help reverse Endurance losses more quickly. ☐ **Shapechanging** \\ Conscious control of Appearance. May require multiple Turns to accomplish. May require conscious control and expenditure of Will Reserves to maintain. May fail to convince those who succeed at Awareness checks. ☐ **Transformation** \\ The ability to radically change appearance to an entirely different form. May require many Turns to manifest and come back from. Will grant appropriate physical attack options such as claws and bites. May require conscious control and expenditure of Will Reserves to maintain. May fail to convince those who succeed at Awareness checks. ☐ **Size Control** \\ Conscious control over amount of increase or decrease of size. May provide reach or additional grapple and pin advantages. May provide different target size modifiers. ☐ **Traction** \\ Able to grasp and hold matter tightly, including the ability to climb walls and ceilings May be useful in ambush, surprise, movement, grapples, pins, and escapes. ===== Salvage Space: Powers ===== ◢ [[:salvage_space:Powers|Salvage Space: Powers]] \\ ▲ [[:Chronology:]] ~~DISCUSSION~~