Ringus perks up, listening intently.
You gain the following benefits as long as Must be high on Meth.
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.
Rain begins to fall from seemingly nowhere over the target with the raincoat as a haunting melody is heard around the individual. As the rain washes over the target, their scars heal and mend.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must actively and obviously use a raincoat/rainjacket to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
My skin becomes hardened and made of tree bark, I look like myself but encapsulated in tree bark.
You gain the following benefits at all times.
You are permanently and visibly transformed: Barky Skin and Muscle Tear. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 2.
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Bark Blade (Sword) attack without additional equipment.
The Severity of any Injury caused by Fire and Heat is increased by 2.
The shadows twist and writhe, taking on ethereal forms that seem to move of their own accord. Spectral figures emerge from the darkness, their features obscured by the murky depths from which they arise. They obey the user's commands with an eerie obedience, moving silently and swiftly to carry out her will.
As the shadows swirl and dance around the user, participants and observers are left with a sense of awe and unease, knowing that they are in the presence of a force beyond mortal comprehension. It is a sight that leaves an indelible mark on the minds of those who witness it, a reminder of the true extent of the user's power as a shadowmancer.
The Gift of summoning shadows is not merely a mundane ability; it is a manifestation of primal forces that exist beyond the realm of mortal comprehension. In the depths of the human psyche, there lies a connection to the primordial darkness that has existed since the dawn of time, a wellspring of power waiting to be tapped by those with the courage to embrace the shadows.
Exert your Mind and spend an Action. You must actively and obviously use Ring to activate this Effect.
Summon a single Shadow at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Souls.
Possession of this Power grants the following Trauma at all times: Casadastraphobia.
A security officer needs to know how to protect themselves. Not just with firearms and against danger, but how to brace against the pain and go against the grain. Using the power of N.A.P.S, Ingram has taken the memories of a great security officer that has learned to toughen up and roll with the punches. Nothing physical seems to hurt as much.
You gain the following benefits at all times.
You have 2 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
The grimoire of plagues and disease chooses George as its prophet, finally in the hands of a worthy holy man to spread forth its plague and destruction. George’s body has been infected by the grimoire, it now does not feel the effects of poisons drugs or diseases as it’s systems have been fortified.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. 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.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.