The augment provided by Dr. Rhea Alister provides Darlin' a deeper connection into Valentine's nervous system and body, this link allows Darlin' to move Valentine at supernatural speeds and dodge harm that even Valentine couldn't anticipate.
Sandevistan/Edgerunners reference.
Special thanks to Dr. Rhea Alister.
You gain the following benefits as long as you have your Alister Accessibility Augments: Spinal Tap.
Your Dexterity rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Axel's nanomachines are capable of repairing any injuries to himself given enough time.
You gain the following benefits at all times.
Any Injury you receive from a source other than electricity based damage heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.
Injuries you receive from electricity based damage are increased in Severity by 1.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
Grace holds an apple (likely bruised and a little old) in her hands and focuses on good memories. With help from the Dead Kid Tea Party, the potency of the memories imbues the apple with a healing effect that reminds the target of whatever place feels like home to them. The fruit crackles as its composition changes, glowing Obedience’s ghostly blue from inside. The glow follows the bites of apple as they move from the target’s throat, to chest, to stomach.
“Happy thoughts, huh? Good on you, kiddo.”
The apples started when Grace became homesick in England. Missing Jersey and her old hidey holes, and farther back, her bedroom… blanket caves were always her favorite. Before she was able to recreate that with Chamael’s help, her desperation gave her a fix.
Grace made the realization that allowing her mind to wander off to bitter and bad memories changes the apple to be just as bitter, soaked in cyanide. She's on guard about it now, and is considering possibilities...
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must use up apple in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
Fexts are incredibly durable and resist all forms of attack except those caused by glass
You gain the following benefits at all times.
You have 2 Armor, which reduces incoming damage from all sources of physical attack except Glass. Armor from multiple sources does not stack.
You may Exert your Mind and spend an Action or Reaction to double your armor rating for the Round.
Places are important afterall. Whether it be natural scenery or something manmade.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Alertness at Difficulty 6.
You learn the following information about the area:
You may only use this Effect once per day.
You cannot investigate the same area more than once per day.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
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 creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, 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.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of holy things as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
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 detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.