Face Morph (2+ Intellect points) Action

You alter your features and coloration for one hour, hiding your identity or impersonating someone. This affects only your face, not the rest of your body. You can't perfectly duplicate someone else's face, but you can be accurate enough to fool someone who knows that person casually. You have an asset in all tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a human morphing into a humanoid alien).

Faceless Mask Enabler Path of the Planebreaker

You found or fashioned a mask that has no clear features, inspired by your connection with the Grove of Crows. While wearing the mask, you can see in dim light as though it were bright light. You can see in total darkness as if it were extremely dim light.

When wearing the mask, you have face blindness, meaning you have a hard time recognizing people by their facial features. Your deception, intimidation, and persuasion tasks are hindered.

When you are not wearing the mask, all of your tasks are hindered.

If your mask is lost or destroyed, you can use an action to fashion another one with whatever scrap is handy if you're not choosy. For instance, wrapping a rag around your face works in a pinch.

Facsimile of Life (3 Intellect points) Action It's Only Magic

You give an object limited mobility, awareness, and intellect, allowing it to move about as if it were a small pet. The object must be within immediate distance and no larger than half your size. When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an object of its level (for example, it uses the object damage track instead of health).

The animation lasts for an hour or until you and it are at least a long distance apart, at which time the object becomes inert again.

Common targets for a Facsimile of Life spell are dolls, stuffed animals, household cauldrons, and brooms.

Familiarize Action

You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area, all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an asset. Each time you familiarize yourself with a new area, you lose focus on a previous area unless you spend 1 XP to retain the familiarity permanently.

Action to initiate, one hour to complete.

Far Step (2 Intellect points) Action

You leap through the air and land some distance away. You can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. You land safely.

Fast Chrome Enabler Neon Rain

Your machine parts grant you +1 to Armor and +2 to your Speed Pool.

Fast Chrome is a variant of Enhanced Body for a setting where cybernetics are common and have limited self-healing capabilities; it doesn't grant as many Pool points as Enhanced Body, but doesn't have the limited healing drawbacks.

Fast Kill (2 Speed points) Action

You know how to kill quickly. When you hit with a melee or ranged attack, you deal 4 additional points of damage. You can't make this attack in two consecutive rounds.

Fast Talk (1 Intellect point) Action

When speaking with an intelligent creature who can understand you and isn’t hostile, you convince that creature to take one reasonable action in the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character.

When a PC uses Fast Talk, they should provide the broad gist of how they're trying to persuade their target.

Fast Travel (7 Intellect points) Action

You warp time and space so that you and up to ten other creatures within immediate distance travel overland at ten times the normal rate for up to eight hours. At this speed, most dangerous encounters or regions of rough terrain are ignored, though the GM may declare exceptions. Outright barriers still present a problem

Action to initiate.

Faster Wild Magic Action Godforsaken

If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you are awake for the entire time). You can’t use this ability again until after you’ve taken a ten-hour recovery action. You can still use Magical Repertoire to fill your cypher slots.

Action to initiate, ten minutes to complete.

Fate Breaker Enabler High Noon at Midnight

Something beyond your ken takes an interest in you. If you fail on a task (including an attack or a defense), you can change the die result to a natural 20. (That still might not be enough to succeed if the difficulty is higher than 6.) This ability doesn't work if you roll a natural 1 for an attempted task, unless you reroll using Consequences of Luck and obtain a resultthat isn't in the failure range. Once you use this ability, it is not available again until after you make a ten-hour recovery roll.

Favor of the Multiverse Action Path of the Planebreaker

The multiverse's favor is powerful, but it doesn't reside with any one being for long. You increase the odds of its favor by choosing one creature within short range. For the next minute, that creature has one reroll that they can use on any task (as if spending 1 XP), but their GM intrusion range is increased by 2. They cannot use this reroll to avoid a GM intrusion (but can still spend XP or use other character abilities to refuse the GM intrusion).

You can use this ability one time, although it renews each time you make a recovery roll.

Fearsome Reputation (3 Intellect points) Action

You and those you travel with have earned a fearsome reputation in some parts. If your foes have heard of you, affected targets within earshot become afraid, and all attacks they make against you are hindered until one or more of them successfully inflicts damage on you or one of your allies, at which time their fear abates.

Feat of Strength (1 Might point) Enabler

Any task that depends on brute force is eased. Examples include smashing down a barred door, tearing open a locked container, lifting or moving a heavy object, or striking someone with a melee weapon.

Feint (2 Speed points) Action

If you use one action creating a misdirection or diversion, in the next round you can take advantage of your opponent's lowered defenses. Make a melee attack roll against that opponent. You gain an asset on this attack. If your attack is successful, it inflicts 4 additional points of damage.

Fellow Explorer Enabler

You gain a level 2 follower. One of their modifications must be for tasks related to perception.

Fetch (3 Intellect points) Action

You cause an object to disappear and reappear in your hands or somewhere else nearby. Choose one object that can fit inside a 5-foot (2 m) cube and that you can see within long range. The object vanishes and appears in your hands or in an open space anywhere you choose within immediate range.

Fey Crossing (5+ Intellect points) Action Path of the Planebreaker

You pace out a circle on the ground, creating a temporary link between a natural place on your current plane—such as an untainted pool, a ring of mushrooms, or a hole in an ancient tree—and a similar location in the Feywild (or a similar fey.controlled plane). If you know of a specific location in the Feywild that is similar to your current location, the spell connects those two places; otherwise it attempts to form a crossing to a similar place. Once this connection is made, a hazy, shimmering portal opens within the circle and remains open until the end of your next turn. Any creature that enters the circle appears in the Feywild; the portal closes once one creature has used it.

You can choose to use Effort to keep the portal open for additional creatures; each level of Effort used in this way allows the portal to transport up to three additional targets, who must pass through it before the end of your next turn.

Creatures of the fey realms tend to be suspicious of uninvited travelers, and carefully observe anyone who travels with this ability. Powerful fey may be able to block or divert the magic, preventing travel or shunting the traveler into a location of their choosing, such as the middle of a lake or a prison cell.

This ability automatically fails if there are no suitable places in the Feywild that match your current location (such as if you cast it in the middle of a human city or in a demon.tainted wasteland).

Field of Destruction (4 Might points) Enabler

When you cause an object to descend one or more steps on the object damage track, you gain 1 additional point of Armor for one minute.

Field of Gravity (4 Intellect points) Enabler

When you wish it, a field of manipulated gravity around you pulls incoming ranged projectile attacks to the ground. You are immune to such attacks until your turn in the next round. You must be aware of an attack to foil it. This ability does not work on energy attacks.

Field-Reinforced Armor Enabler

You gain +1 to Armor while wearing the power armor from your Powered Armor ability.

Fiery Hand of Doom (3 Intellect points) Action

While your Shroud of Flame is active, you can reach into your halo and produce a hand made of animate flame that is twice the size of a human's hand. The hand acts as you direct, floating in the air. Directing the hand is anAction. Without a command, the hand does nothing. It can move a long distance in a round, but it never moves farther away from you than long range. The hand can grab, move, and carry things, but anything it touches takes 1 point of damage per round from the heat. The hand can also attack. It's a level 3 creature and deals 1 extra point of damage from fire when it attacks. Once created, the hand lasts for ten minutes.

Action to create; action to direct.

Fight On Enabler

You do not suffer the normal penalties for being impaired on the damage track. If debilitated, instead of suffering the normal penalty of being unable to take most actions, you can continue to act; however, all tasks are hindered.

Final Defiance Enabler

When you would normally be dead, you instead remain conscious and active for one more round plus one additional round each time you succeed on a difficulty 5 Might task. During these rounds, you are debilitated. If you do not receive healing or otherwise gain points in a Pool during your final round(s) of activity, you are subject to the effects of Not Dead Yet.

Find an Opening (1 Intellect point) Action

You use trickery to find an opening in your foe's defenses. If you succeed on a Speed roll against one creature within immediate range, your next attack against that creature before the end of the next round is eased.

Find by Phone (3 Intellect points) Action Neon Rain

If you know someone's full name, phone number, or some other identifier, you can determine the approximate location (within 100 feet or 30 m) of their smartphone, computer, or other portable device.

Find the Guilty Enabler

If you have used Designation on a target, you are trained in tracking them, spotting them when they are hidden or disguised, or otherwise finding them.

Find the Hidden (4+ Intellect points) Action

You see the traceries of objects as they move through space and time. You can sense the distance and direction of any specific inanimate object that you once touched. This takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to time, distance, or other mitigating circumstances. However, you don't know in advance how long it will take. If you use at least two levels of Effort, once you have established the distance and direction, you remain in contact with the object for one hour per level of Effort used. Thus, if it moves, you are aware of its new position.

Action to initiate; action each round to concentrate.

Find the Way Enabler

When you apply Effort to a navigation task because you don't know the way, are lost, are attempting to blaze a new route, need to choose between two or more otherwise similar paths to take, or something very similar, you can apply a free level of Effort.

Finishing Blow (5 Might points) Enabler

If your foe is prone, stunned, or somehow helpless or incapacitated when you strike, you inflict 7 additional points of damage on a successful hit.

Fire and Ice (4 Intellect points) Action

You cause a target within short range to become either very hot or very cold (your choice). The target suffers 3 points of ambient damage (ignores Armor) each round for up to three rounds, although a new roll is required each round to continue to affect the target

Action to initiate.

Fire Bloom (4+ Intellect points) Action

Fire blooms within long range, filling an area 10 feet (3 m) in radius and inflicting 3 points of damage on all affected targets. Effort applied to one attack counts for all attacks against targets in the area of the bloom. Even on an unsuccessful attack, a target in the area still takes 1 point of damage. Flammable objects in the area may catch fire.

Fire Servant (6 Intellect points) Action

While your Shroud of Flame is active, you reach into your halo and produce an automaton of fire that is your general shape and size. It acts as you direct each round. Directing the servant is an action, and you can command it only when you are within long range of it. Without a command, the servant continues to follow your previous command. You can also give it a simple programmed action, such as “Wait here, and attack anyone who comes within short range until they're dead.” The servant lasts for ten minutes, is a level 5 creature, and deals 1 extra point of damage from fire when it attacks.

Action to create; action to direct.

Fire Tendrils (5 Intellect points) Enabler

When you wish it, your halo (from your Shroud of Flame ability) sprouts three tendrils of flame that last for up to ten minutes. As an action, you can use the tendrils to attack, making a separate attack roll for each. Each tendril inflicts 4 points of damage. Otherwise, the attacks function as standard attacks. If you don't use the tendrils to attack, they remain but do nothing.

Fists of Fury Enabler

You inflict 2 additional points of damage with unarmed attacks.

Fixer Enabler Rust & Redemption

You've learned enough of the past that you are trained in tasks to repair and build before-times equipment, or equipment made with before-times parts. In addition, repairing and building tasks take you about 20% less time to complete.

Flamboyant Boast (1 Intellect point) Enabler

You boastfully describe an act that you will accomplish, and then as part of the same action, you attempt it. If an average person would find the action difficult (or impossible) and you succeed on it, creatures who witnessed it who are not your allies are potentially dazed on their next turn, and all tasks they attempt are hindered. The GM will help you determine whether your boast is something that would impress onlookers so significantly. If you attempt the task you boast about but fail to accomplish it, all your attempts to affect or attack onlookers who saw you are hindered for about ten minutes.

Flameblade (4 Intellect points) Enabler

When you wish it, you extend your Shroud of Flame to cover a weapon you wield in flame for one hour. The flame ends if you stop holding or carrying the weapon. While the flame lasts, the weapon inflicts 2 additional points of damage.

Flash (4 Intellect points) Action

You create an explosion of energy at a point within close range, affecting an area up to immediate range from that point. You must be able to see the location where you intend to center the explosion. The blast inflicts 2 points of damage to all creatures or objects within the area. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll.

A Flash user sometimes has a signature shape and color for their explosion of energy, such as an orange roaring lion silhouette, a neon violet stinging wasp, and so on.

Flash Across the Miles (6+ Intellect points) Action

You can move to an open location on the planet that you're familiar with almost instantaneously, transformed into a bolt of lightning. If you apply a level of Effort, you can attempt to penetrate covered locations that you're aware of as long as a route exists from the open air to the area you want to reach that electricity can easily follow.

Flash Petrification (1+ Intellect or Speed points) Enabler Old Gus' Daft Drafts

You can use your curse to petrify parts of yourself at strategic moments. When your Might Pool would be damaged, you can pay this ability's cost from your Speed or Intellect Pool. The cost is equal to the damage inflicted (after accounting for Armor).

Flash Petrification turns your Edge into Armor—provided you're willing to take the remainder of the damage to the Pool you use to pay the ability's cost. For example, if you are hit by a demon's flaming greatsword attack that inflicts 6 damage, you can pay 6 Intellect points to prevent it. If you have an Intellect Edge of 2, the cost of the ability—and thus your total damage taken—becomes 4 Intellect points.

Flee (6 Intellect points) Action

All non-allies within short distance who can hear your dreadful, intimidating words flee from you at top speed for one minute.

Fleet of Foot (1+ Speed points) Enabler

You can move a short distance as part of another action. You can move a long distance as your entire action for a turn. If you apply a level of Effort to this ability, you can move a long distance and make an attack as your entire action for a turn, but the attack is hindered.

Flesh of Stone Enabler

You have +1 to Armor if you do not wear physical armor.

Flex Lore Enabler

After each ten-hour recovery roll when you have access to a high-technology digital reference library (such as one that might be found in a starship or in a learning center), choose one field of knowledge related to a specific planet or some other location. The field might be habitations, customs, governments, characteristics of the main species, important figures, and so on. You're trained in that field until you use this ability again. You could use this ability with an area of knowledge you're already trained in to become specialized.

Flex Skill Enabler

At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized.

Flex Weapon Skill Enabler Claim the Sky

At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day, you are trained in attacks using that type of weapon. You can’t use this ability with an attack skill in which you’re already trained to become specialized.

Flight (4+ Intellect points) Action

You can float and fly through the air for one hour. For each level of Effort applied, you can affect one additional creature of your size or smaller. You must touch the creature to bestow the power of flight. You direct the other creature's movement, and while flying, it must remain within sight of you or fall. In terms of overland movement, a flying creature moves about 20 miles (32 km) per hour and is not affected by terrain

Action to initiate.

Flight Exertion (3 Might or 3 Speed points) Enabler Claim the Sky

You can fly up to a short distance as your movement this round. If all you do is move on your turn, you can fly up to a long distance.

Flight Not Fight Enabler

If you use your action only to move, all Speed defense tasks are eased.

Fling (4 Intellect points) Action

You violently launch a creature or object about your size or smaller within short range and send it flying a short distance in any direction. This is an Intellect attack that inflicts 4 points of damage to the object being flung when it lands or strikes a barrier. If you aim the primary target at another creature or object (and succeed on a second attack), the secondary target also takes 4 points of damage.

Floating in the Matrix Enabler Neon Rain

You are trained in navigating cyberspace. If you are already trained in navigating cyberspace, you become specialized. If you are already specialized, choose another area of knowledge (such as coding, research, or repairs). `

Flying Companion Enabler Claim the Sky

You gain a level 3 companion creature that can fly at the same speed as you; depending on other aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and 9 health, and it inflicts 3 points of damage. If it’s killed or destroyed, it takes you one month to find or create a suitable replacement.

Foil Danger (2 Intellect points) Action

You negate one source of potential danger related to one creature or object that you are aware of within immediate distance for one round. This could be a weapon or device held by someone, a trap triggered by a pressure plate, or a creature's natural ability (something special, innate, and dangerous, like a dragon's fiery breath or a giant cobra's venom). You can also try to foil a foe‘s mundane action (such as an attack with a weapon or claw), so that the action isn‘t made this round. Make your roll against the level of the attack, danger, or creature.

Font of Healing Enabler

With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This heali`ng costs them 2 Intellect points. A single creature can benefit from this ability only once each day.

When Font of Healing is used, describe the sensation and visual effects you think are appropriate, if any.

Font of Inspiration Enabler (Errata)

With your approval, characters within immediate range can use an action to gain inspiration from your presence; the difficulty of one action they take in the following round is reduced by one step. This inspiration costs each affected character 2 Intellect points. Once this ability is used, others can't gain inspiration from you again until after you make a recovery roll.

Forbidding Ice (3 Might points) Action Path of the Planebreaker

You are practiced in the mystic discipline taught by the monks of Szneshnya. You encase yourself in a block of magically hardened ice. Although you are aware of your surroundings, you lose all mobility and the ability to take physical actions. You gain +4 to Armor (and an additional +6 to Armor against cold damage) and you don't need to breathe. While encased in this ice, you can telepathically speak to any creature within an immediate distance, or any creature up to 1 mile (1.6 km) away if they are also encased in ice from this ability or something similar. You can disperse the ice at any time as an action. Action.

In most cases, the default GM intrusion range is 1 on a d20, so using Favor of the Multiverse increases this to 1-3 on a d20.

Force and Accuracy Enabler

You inflict 3 additional points of damage with attacks using weapons that you throw.

Force at Distance (4+ Intellect points) Action

You temporarily bend the fundamental law of gravity around a creature or object (up to twice your mass) within short range. The target is caught in your telekinetic grip, and you can move it up to a short distance in any direction each round that you retain your hold. A creature in your grip can take actions, but it can't move under its own power. Each round after the initial attack, you can attempt to keep your grip on the target by spending 2 additional Intellect points and succeeding at a difficulty 2 Intellect task. If your concentration lapses, the target drops back to the ground. In addition to the normal options for using Effort, you can choose to use Effort to increase the amount of mass you can affect. Each level allows you to affect a creature or object twice as massive as before. For example, applying one level of Effort would affect a creature four times as massive as you, two levels would affect a creature eight times as massive, three levels would affect a creature sixteen times as massive, and so on

Action to initiate.

Force Bash (1 Might point) Enabler

This is a pummeling melee attack you make with your Force Field Shield. Your attack inflicts 1 less point of damage than normal but dazes your target for one round, during which time all tasks it performs are hindered.

Force Blast Action

You figure out how to project blasts of pure force from the gauntlets of the power armor from your Powered Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet (60 m).

Force Field (3 Intellect points) Action

You create an invisible energy barrier around a creature or object you choose within short range. The force field moves with the creature or object and lasts for ten minutes. The target has +1 to Armor until the effect ends.

Force Field Barrier (3+ Intellect points) Action

You create an opaque, stationary barrier of solid energy (a force field) within immediate range. The barrier is 10 feet by 10 feet (3 m by 3 m) and of negligible thickness. It is a level 2 barrier and lasts for ten minutes. It can be placed anywhere it fits, whether against a solid object (including the ground) or floating in the air. Each level of Effort you apply strengthens the barrier by one level. For example, applying two levels of Effort creates a level 4 barrier.

Force Field Shield Enabler

You manifest a small plane of pure force, which takes on a shield-like shape with the barest flicker of a thought. You can dismiss it just as easily. To use the force shield, you must hold it in one of your hands. You are practiced in using your exotic shield in one hand as a light melee weapon; however, if you attack with both your shield and a weapon held in the other hand, both attacks are hindered. When you are unconscious or sleeping, the force field dissipates.

A shield, including one produced by a force field, provides an asset to a character's Speed defense task while it is held in one hand.

Force to Reckon With Enabler

You can break through force fields and energy barriers as if they were physical walls.

Force Wall (5 Intellect points) Action

You can trigger the energy in your Force Field Shield to expand outward in all directions to create an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for up to one hour or until you take your shield back. (The force shield becomes the force wall.) The plane of the force wall conforms to the space available. While the force wall remains in place, you cannot use any of your other abilities that require Force Field Shield

Action to initiate.

Forgeborn Bullet (5 Intellect points) Action High Noon at Midnight

Your fired bullet blooms into a fiery forgeborn with a somewhat humanoid appearance that does your bidding for up to ten minutes. (You can't summon a forgeborn and attack with the same bullet.) After its task is complete, you dismiss the fiery forgeborn as part of another action, or if it is destroyed, it implodes back into a smoldering bullet.

Action to initiate.

Fiery forgeborn: level 4; anyone who tries to touch or strike the forgeborn with a melee attack automatically takes 1 fire damage

Fortification Builder Enabler

Whenever you attempt a crafting task—or help in the crafting task—to build a wall or other fortification, you ease the crafting difficulty by two steps, to a minimum of difficulty 1.

Fortified Position (2 Might points) Action

For the next minute, you gain +1 Armor and an asset to your Might defense tasks, as long as you haven't moved more than an immediate distance since your last turn

Action to initiate.

Foul Aura (5+ Intellect points) Action

Your words, gestures, and touch invest an object no larger than yourself with an aura of doom, fear, and doubt for one day. Creatures that can hear and understand you feel an urge to move at least a short distance away from the object. If a creature does not move away, all tasks, attacks, and defenses it attempts while within the aura are hindered. The duration of the aura is extended by one day per level of Effort applied. The aura is temporarily blocked while the object is covered or contained

Action to initiate.

Freakishly Large Enabler

Your increased size intimidates most people. While you enjoy the effects of Enlarge, all intimidation tasks you attempt are eased.

Free to Move Enabler

You ignore all movement penalties and adjustments due to terrain or other obstacles. You can fit through any space large enough to fit your head. Tasks involving breaking free of bonds, a creature's grip, or any similar impediment gain three free levels of Effort.

Freezing Touch (4 Intellect points) Action

Your hands become so cold that your touch freezes solid a living target of your size or smaller, rendering it immobile for one round. If you have another cold ability activated by touch (such as Frost Touch), you can use it as part of the Freezing Touch attack.

Frenzy (1 Intellect point) Enabler

When you wish, while in combat, you can enter a state of frenzy. While in this state, you can't use Intellect points, but you gain +1 to your Might Edge and your Speed Edge. This effect lasts as long as you wish, but it ends if no combat is taking place within range of your senses.

Friendly Help Enabler

If your friend tries a task and fails, they can try again without spending Effort if you help. You provide this advantage to your friend even if you are not trained in the task that they are retrying.

From the Shadows Enabler

If you successfully attack a creature that was previously unaware of your presence, you deal 3 additional points of damage.

Frost Touch (1 Intellect point) Action, Enabler

Your hands become so cold that the next time you touch a creature, you inflict 3 points of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of damage from the cold.

Action for touch; enabler for weapon.

Fruitfully Pass the Time (4 Intellect points) Action Rust & Redemption

You are trained in one performance skill, such as singing; playing a fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll, you and all allies within short range who can hear and see you immediately gain a one-action recovery roll. You can't use this on someone again until you use a one-hour or ten-hour recovery roll.

Action to initiate, one minute to complete.

Further Mathematics Enabler

You are specialized in higher mathematics. If you are already specialized, choose some other sphere of knowledge to become trained in.

Fury (3 Might points) Action

For the next minute, all melee attacks you make inflict 2 additional points of damage

Action to initiate.

Fusion Enabler

You can fuse your manifest cypher and artifacts with your body. These fused devices function as if they were one level higher.

Fusion Armor Enabler

A procedure gives you biometal implants in major portions of your body, you grow metal-hard skin, the blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not wearing physical armor.