Pale Skin? Check
Fangs? Check
Claws? Check
Increased physical prowess? Yep got that one too... Kinda handy when taking out them night monsters. Things have started going bump in the night again. That's when I come out to play y'all.
You gain the following benefits as long as Not in sunlight.
You are permanently and visibly transformed: Vampire. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Trauma at all times: Phobia - Fire.
The Severity of any Injury caused by Fire is increased by 2.
Sly is surrounded in thick shadows that bubble around him, and consume him. Then he steps out of shadows in a different location.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
A crack in reality forms, causing the target to witness forbidden truths about the world that horrify the mind.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll Intellect + Medicine Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see glimpses behind the veil of reality, revealing forbidden knowledge to all that look.
Kirk fires the pistol at the ground, ripping into the deepest reaches of hell. Clips, his old friend, crawls up into reality from this place and clambers onto Kirk's back. Clips, while not wholly existent once his form connects with Kirk's, has a facial structure of a healthy person, despite having the oddity of a pierce wound on his cheek, which seems to be locked in time, as if Clips was removed from reality the second he were to die. Clips, nicknamed because of his over insistence on using scissors for everything, has ugly hair and other features, with facial hair that seems like a bear hacked at it in a maniacal frenzy.
Exert your Mind and spend two Actions performing the following ritual: Kirk pulls a weapon out and loads one singular bullet into the magazine. After saying a short prayer, he fires the weapon into the ground, piercing into the dirt/ground, opening a hole into hell. You must actively and obviously use a firearm to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single ghost soldier 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.
It's a lot of work being a student and a contractor, especially after having to suddenly transfer not only identities, but also medical programs. Since Amaryllis was pronounced dead, it would take a little bit of finagling for Mr. Walter to supply the University of Chicago with convincing documents to Lilith's history. With a few favors and some time, Lilith Weider was officially accepted into the Doctoral program at Pritzker College of Medicine where she can continue her studies.
Lilith's understanding of medical terminology and methods was already quite strong by now, but imbuement has rapidly increased her rate of learning as well as her curiosity. She began by experimenting on small mammals such as rats and mice, learning how to manipulate the blood in their systems to stabilize inflicted wounds. With her consent, she tried it on Naamah as well, willing the dog's blood to stitch an incision back together and scab over in a matter of seconds. Recording this all in a journal, she began to gather some useful research on how to combine her understanding of medicine with her new supernatural abilities. One day soon, the notes will be obsolete as she perfects and memorizes her methods.
In addition, she has learned that just a single drop of her blood is able to keep any harvested body part in a fascinating form of sterile stasis, be it blood, limbs, or the heart of a lizard-person. She's realized that her body can be used as a storage unit for foreign blood as well, keeping a suspended sample directly in her veins.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Be amazed as the magician wields a deck of simple tarot cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with Tarot cards.
+2 dice to all rolls utilizing Tarot cards.
You also gain the following effects:
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
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 survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.