Umbra's Reprise "Death will not come easy for you. No, you will suffer in this hell called life for as long as I can keep you here..."

5
Requires Seasoned
You possess the ability to rapidly heal yourself.
Used by Luci Alessi, Created by Riley.
(This Effect has no explicit visibility requirement.)

The Well does not forget its conduits or treat them lightly- Luci has earned her keep and reaps the benefits. Black ink is infused into her bloodstream and is much faster acting than her platelets. When it comes to regrowing her flesh, The Well takes pieces of various monsters, creatures, or corpses that dwell within its own realm, and gradually replaces Luci's wounds with them. A slightly worrying thought at times.


You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. 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.

As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.


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Community Power Gifts

Where does the mass come from? Where does it go?

Exert your Mind and spend a Quick Action.

You transform into a werewolf for 30 minutes. You have access to all of your Powers while you are a werewolf, 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 Dexterity is increased by 2. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you have your Kaleidoscope of fractals in her eyes.

Your Dexterity rating is increased by 1. 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).

Possession of this Power grants the following Battle Scar: tinnitus.

Possession of this Power grants the following Trauma at all times: Delusions of invincibility and nightmares.

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:

  • Centered: You have perfect balance. You cannot be knocked over and can maintain your footing regardless of the size or stability of the material underneath you. For the purposes of encumbrance and load bearing, you weigh 5 pounds.
  • Perfect Reflexes: You receive +5 dice to all initiative rolls.
  • Split Second: You may Dodge or Defend against surprise attacks.
  • Track Star: You may always move at your full Dash speed without any penalty.

  • Reminder: to calculate the distance you can dash in one Round of combat, add together Dexterity + Brawn + 1, and multiply that by 5 feet.
  • If your Kaleidoscope of fractals in her eyes is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Edna is a lovely woman that Ettu met during her hospital stay after her heart attack.
She ended up having to stay quite a while for rehab, and got to know a patient on her floor who turned out to be terminal.

Children at heart, they tended to prank each other with harmless tricks and gentle bullying.

Having kept her financial abundance secret, Ettu anonymously ensured her funeral was lavish, and covered the airfare for her relatives to attend. She was able to actually attend as well without being recognized, since it seemed to be in a parallel dimension of some sort.

Exert your Mind and spend two Actions performing the following ritual: Summons the ghost of someone she's met before, complete with their ghostly wheelchair. She pulls them out of the chair, and they fall through the floor, disappearing from sight and Momma Ettu takes the now vacant ghost wheelchair.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

Lasts 1 hour. Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.

If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 100 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.

Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 100 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • 100 feet/Round is approximately 22 mph.
  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the Upgraded object shatters the next time the user attempts to activate it. You must actively and obviously use a Ball-Peen Hammer to activate this Effect. Can be used on Armor.

Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.

  • Arcane: You are partially obscured from being noticed by all senses, natural and supernatural. All attempts to notice you are rolled at -3 dice.

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.

Possession of this Power grants the following Trauma at all times: Fear of Being Alone.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Stock Power Gifts

Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.

You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration

The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

You gain the following benefits at all times.

Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.

You also gain the following effects:

  • Champion of the Caber Toss: You may lift an additional 2000 pounds per point of Brawn beyond 5, and you may throw items up to this weight to a distance of your throwing roll’s Outcome x10 feet.
  • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.

You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.

Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.

Gifts: You do not have access to any Gifts while you are possessing your target.

Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.

Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.

Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • If targeting a Sapient target that counts as a Creature due to an Effect, you must succeed a contested Mind roll. You roll at Difficulty 6, and the target rolls at Difficulty 8.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.