Grace conjures her Stake Flames in her small palms and presses them slowly to to the scar. They cleanse as rubbing alcohol would; burning, hissing, but sterilizing. The target is partially connected to Grace’s head for the ten minutes, and now knows Obedience’s fear and trauma. She lets out a low breath and removes her hands.
Columbus, Ohio: Doctor Murphy and Grace work together to remove the S.I.N. chip from it’s place, wrapped around Guido’s brain stem. Fatal exsanguination and paralysis are major risks, and between Grace’s assistance, all she can think about is how she’ll fix it… she is tired, and worried, and she made a promise.
The surgery was successful, but the stress unlocked something new, and Grace was able to use it later on to fix a scar of her own. The fear of the flames has stopped bothering them in short bursts, but ten minutes spent deep in the memory can still be too much for them, for now.
Exert your Mind and spend ten minutes to activate. Select a Living target within arm's reach. Make a Trauma roll when you activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal over the course of the next week.
An amorphous limb and hand made of oddly pulsing shadow that is normally concealed by the chef's clothes. When in use, it streams out between shirt buttons, her collar, or whatever other space is available.
Pen's research has led her to an occult book of rituals regarding spirits and related metaphysics. One of the rituals she uncovered allowed her to bind shards of various broken spirits into a hand of darkness that comes out of her body and follows her needs. This is the beginning of her transformation.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Keiko went under to be changed into a Kitsune Protogen. She gained a protogen body, digigrade legs, lanky appearance, still extremely well endowed, 3 tails, fox ears, protogen visor face, soft eyes, protogen mouth and tongue, metal around the fore arms, calves, and thighs, synth steel across the body that is as tough as steel to weapon attacks but as soft as actual skin, and nano flesh everywhere else, and beautiful silvery white fur, darkened metal parts, and soft amber fox eye colored emoticons, and gentle appearance.
You gain the following benefits at all times.
You are permanently and visibly transformed: Protogen Kitsune. You are considered to be a Sapient, Non-Living Computer when targeted. Your Intellect is increased by 1.
Your body is adapted to Intelligence. You receive +3 dice on non-attack rolls related to Intelligence.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by Emp is increased by 2.
Zak can use his phone to produce holograms. What an app!
Exert your Mind and spend at least two Actions performing the following ritual: opens up phone and programs in the illusion to activate. Select a target within arm's reach. You must actively and obviously use Cell phone to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a briefcase.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
David embraces the target, over the course of one minute, a orange glow emanates from David and his target, as the affected individual becomes flooded with a feeling of comfort and warmth that heals their injury.
David's nurturing nature becomes so powerful, that it actually starts to affect the injury of others.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Alertness at Difficulty 8.
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.
Zhu accesses his body's ability to become something monstrous .
Exert your Mind and spend an Action.
You transform into a demonic pig monster for 3 minutes. You have access to all of your Powers while you are a demonic pig monster, 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 Charisma is increased by 2. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Zhu transform into a monstrous pig.
You may only use this Effect once per day.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.