Now undead his body is no longer human. He has bolstered enhanced abilities and does not age.
You gain the following benefits as long as No benefits in holy places, No benefits in direct sunlight, and Must have consumed 1 pint of blood in the last 24 hours.
You are permanently and visibly transformed: Vampire. You are considered to be a Sapient, Non-Living being when targeted. Your Perception is increased by 1, your Charisma is increased by 1, and your Intellect is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by Silver is increased by 2
Angus moves his hands to his mouth and communes with ice spirits. He whispers promises of kills in the name of Yuki-onna if a moment of power is bestowed upon him. After he communes he takes a sip of his water bottle and pulls out 2 sharp knives made completely of ice. The blades' edge is determined by how well he can convince the ice spirit to give him a bit of their power. He throws the blades at the target causing minor lacerations at first but the wound quickly freezes and worsens depending on how sharp the blade was.
On the flight back from his first contract Angus dreamt... He dreamt of a frozen wasteland scattered with frozen corpses. A fearsome blizzard scourges the area making it nigh impossible to see further than 10 feet in front of him. the bitter cold cut into his skin forming frost on his fingers, nose, and ears almost immediately. after wondering though the wastes for what felt like an eternity he saw a light flickering against the winds. He trudged through the snow towards the light, fighting with every ounce of his being to not to drop down next to the scattered bodies that he passed. as he got closer to the light the ground consisted more of bodies than the snow below forcing him to crawl over the frozen remains toward his goal. finally reaching the light he fell to his knees in exhaustion seeing, not warmth, but a laughing woman kneeling in front of him. The words said there were lost to howling winds, but a pact was made and as hands were shaken he woke up still in his seat. His palms were wet from thawing and his breath was cold enough to constantly show his breath, in particular his mouth felt jagged and fresh as if he just ate a mint with water.
Spend an Action. Select a target within 45 feet. You must actively and obviously use a mouthful of water (consumed on use) to activate this Effect. Roll Charisma + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift's Cost is capped at 2 and cannot be increased further.
Due to your origin, you are a proficient fighter.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 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 graceful worm eats many things.
They eat your bones to soil.
They eat the soil, turning to life.
And they may be persuaded to eat your death. It will hurt. It will swell. It will heal.
Exert your Mind and spend 1 minute to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see affected injuries swelling, writhing with black veins, and bursting into pus.
Jesse can wrap herself in silence, in secrets unspoken, and move without a sound. As long as she is not seen, she is not found. Perfect for infiltration.
Exert your Mind and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Maddox bursts into a swarm of mice and rats with terrible claws and gnashing teeth.
Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.
You transform into a swarm of rats for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.
While in this form, you can squeeze through any gap that a rodent could fit through.
Damage from standard attacks is halved, but damage from AOE effects is increased by 1.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Take a Severity-1 Injury and spend an Action. You must use up a corpse in order to activate this Effect.
Summon a single zombie 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 1 minion active at a time.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.