The sight of a hulking angel with wings is only a glimpse at a Archangel's true form, a shapeless one of pure destructive force, sent to vanquish enemies of God.
An archangel's apocalypse is feared in every realm that knows of it, and this is a tiny glimpse into its raw power. Though he is hard to look at, he burns with the raging inferno of the purging energy of the sun, flaming white coronae lashing out 20 feet into every direction from a nuclear-hot core
Vanquished foes from this power are burned with a holy fire, reducing them into a column of salt, as Sodom and Gomorrha was.
Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless Alternate Form only. Make a Trauma roll when you activate this Effect. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Influence at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 1. Armor is reduced to 1/2, rounded up against this damage.
For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of the chosen Location. The damage decays by 2 each Round.
From the darkness of your shadow there is a ripple, tearing through the light as a tentacle of deep black color grows solid, heading at a great speed towards the target and wrap around it.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Roll Intellect + Occult at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
Umbra is confirmed a far better markswoman than Luci is, no question about it, aided by a vast array of knowledge and wisdom within the Well that Luci does not have access to.
So, begrudgingly, when the time comes to get loud, Umbra is almost always the better pick for the job.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
Possession of this Power grants the following Trauma at all times: Luci hallucinates the shadows of her regret, shame, and disappointment related to her own actions, Umbra's actions, and those both of them have killed. She will need to roll self control to not wash that from her own hands whenever the opportunity presents itself.
You also gain the following effects:
McGraw quick-draws his pistol: and with a twirl and super-sniper precision... one shot: HEADSHOT!
... and with both eyes closed too
You gain the following benefits as long as the weapon was drawn in the last second and it is the first and only shot fired with the weapon, since drawn. and engaged in combat with revolver.
+2 dice to all revolver rolls.
You also gain the following effects:
Aaron's eye pulse in a painful glare.
Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 2. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
If the target receives an Injury, they are knocked back 5 * Severity feet.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: Intellectual: When someone one ups Aaron in any way, Roll self control to resist the urge to murder them.
Lucian's evolving abilities as a vegan vampire are intriguing. With his heightened senses and honed control, he has developed a remarkable skill in medical care, particularly when it comes to obtaining blood without leaving a trace or a wound. This newfound power showcases his dedication to minimizing harm and his commitment to ethical living.
As he approaches the task of obtaining blood, Lucian's focus is unwavering. He combines his vampire senses with precision and delicacy, allowing him to extract the necessary sustenance without causing any harm to the donor. This level of control and care not only preserves the well-being of those he interacts with but also aligns perfectly with his mission of ethical vampirism.
Lucian's journey as a vegan vampire continues to unfold, revealing ever more creative and compassionate ways to coexist with humans and the world at large.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.