When she dies, her body ignites, implodes, crumpling and smoldering, turning to ash, all of the metal from her bones condensing into her heart.
When her corium heart is introduced to the flames, she burst forth from the flames temporarily taking the form of a radioactive green firebird, made of molten metal, before reforming into a humanoid shape as the metal cools.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state, though you appear dead to any means of detecting life. Your body leaves behind a token. You remain incapacitated until the following ritual is performed with the token: throwing her corium heart into flames.
If, while you are unconscious, your wound level rises above your rating in Body + brawn, or if you take an Injury with Severity greater than your rating in brawn, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Kevin will begin forcing the whole world to be friends he no longer will allow bad friends to harm his good friends. Now if a friend breaks a promise to Kevin then the moment they do a horse wearing a black hood with a scythe appears and cuts their head off or removes their heart whatever is required to kill them as the reaper knows.
You may make an oath with a Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Say I promise to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
You may revert a penalty for breaking one of your oaths on any participant other than yourself.
The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to Say I promise.
It is obvious to your target that the oath you are proposing will be supernaturally enforced.
The same terms and penalties must apply to every party in each deal.
Neil's heart is now a withered, blackened thing, calcified flesh and congealed blood making it a solid core. So long as it persists, Neil's soul is capable of clinging to the mortal world, but if it is destroyed, he is banished. Even when "slain", his body continues to function.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. Your body leaves behind a token. You remain incapacitated until the following ritual is performed with the token: Take the black heart from the corpse, and bury it in the mud from a graveyard. The body will regrow.
While Incapacitated, your only weakness is the destruction of your withered, blackened heart, and if you take Damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
After years of practicing hematology, you have gained the ability to cure people of illness without knowing what the affliction is. In order to remove the infected blood from the target, you must make a cut that lets out the blood.
Spend 1 minute. Select a Living target within arm's reach. Your target takes a Severity 1 Injury. This Effect cannot be used unless can't be in direct sunlight.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may only cure diseases which can be treated with modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
This Gift's Cost is capped at 2 and cannot be increased further.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The phoenix is an everlasting entity, never truly dead. Each aspect of it, however, returns for a purpose. For Billy Chance, it's to right the wrong that slew him.
Though, if the death blow is dealt by an innocent person, then that vengeance could never be placed.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
While Incapacitated, your only weakness is being hurt by an innocent person, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Possession of this Power grants the following Trauma at all times: Flashes of Death: When an Injury would Incapacitate you, you must make a Trauma roll as flashbacks of prior deaths come to you..
David appears to die. He crumples and his body collapses to the ground. His spirit rises away from the corpse and is dragged below the earth. Then his spirit claws its way out of the Beyond an hour later, dragging itself by its fingertips back to his corpse, where it enters and life is returned to him.
While David may have acquired many of his other abilities through research, this one he acquired through willpower. When he died, Vance decided he had too much on the line to pass away, and he clawed his way back from the Beyond itself to keep up the fight.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state, though you appear dead to any means of detecting life. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Brawn, or if you take an Injury with Severity greater than your rating in Brawn, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.