Jimson Shivers' transformation has begun. The element of cold that he seeks to channel is pushing itself to the surface. His palms are cold to the touch. It is a cold he knows he can spread. If he so desires, he can. The skin on his hand peels back. Slowly. Intentionally. Sensing his desire to help. Whatever he touches next, the Ice on his hands almost infects it. Causing massive crystalline growth all over it. Beautiful blue Ice shapes itself around whatever he makes contact with, turning it into a sculpted, beautiful version of itself. The ice totally encapsulates whatever he touches, leaving no surface on the item left unmarred.
Take a Severity-1 Injury and spend a minute. Select a non-Alien Device within arm's reach. Can be used on Armor.
Lasts the next two hours. 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. While it is upgraded, the item cannot be destroyed. Upgraded Armor is shredded by half the normal amount. 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.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see As Jimson places his hands on the object he wishes to Imbue, the skin on his palms slowly peels peels back, revealing that beneath his skin, there is nothing but ice.
Whenever Jungle's Grace is used, a green aura surrounds the selected wound and heals it.
Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Brawn + Melee 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. Your patient is required to not drink Alcohol for the next month. If they violate this rule, your treatment is immediately reversed.
Ghosts of their ancestors encircle their target as dim golden light starts to etch tribal markings that line up as wounds strewn across the person's body.
Spend 30 minutes. Select a Living target within arm's reach. 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:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Ghosts of their ancestors encircle their target as dim golden light starts to burn.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The fleshcrafter corners their victim and draws a vial of blood. They point at their victim and a downed ally and suddenly their victim is the one who was just shot.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. You must use up a vial of blood or tissue sample from target in order to activate this Effect. If a target does not consent to the transfer, you must roll Int+Medicine at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer between your two targets:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
Possession of this Power grants the following Trauma at all times: When stabilizing an injury on another person, roll mind and if you fail you become convinced you have the injury too (gaining 1 point of stress).
An invisible reality distorting bolt (like heat distortion on a road) goes from my head to the targets head. It lingers around the targets head until they fall into unconsciousness.
Spend an Action. Select a Living target within 30 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Intellect + Culture at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
You may determine the content of an affected target's dreams while they are asleep, but they must involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them. By maintaining Concentration, you may enter their dreams and converse with them directly.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Possession of this Power grants the following Battle Scar: Coma-like sleep.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The 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 their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in days. 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 and a conditional request. 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. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
Possession of this Power grants the following Battle Scar: tinnitus.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance 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 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.
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. Your target should be intuitively based on the triggering event. 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.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
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 cure diseases or poisons even if they are not treatable through 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
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. If you fail or Botch, you receive one Mind Damage and a new Trauma. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. 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 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 completely destroyed and can no longer function, though it may still be repaired. 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.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.