As a young nature god, Ajax can tap into the boundless wellspring of divine energy that flows through the very fabric of the world. Ajax gains a faint aura of green light as he channels this primordial power, enhancing his targets form and abilities to reflect the awe-inspiring wonders of the natural world.
He can choose to enhance their physical durability, allowing them to endure the harshness of the elements. He can increase their strength to match the fiercest of wild animals. He can make their movements swift and graceful like the wind rustling through leaves. He can also draw allow them to draw on his connection to Nature which will allow them to commune with the land, sense it's energy and attune to it, and even influence the flora and fauna around them.
List of possible Augments
Augment: Balm of the Forest (+2 dice to stabilizing injuries)
Augment: Call of the Wild You have access to the functionality of a smartphone at all times
Exert your Mind and spend eight hours. 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 Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see reaches into his targets chest and pulls a still beating replica of their heart out of thier chest.
- March 12, 2025, 11:11 a.m. - Revision Cost: 1. Added Drawback: Disturbing, Removed Drawback: Selfish
Your visage becomes sharper, more surreal, your presence growing as they add fuel to the flame.
Harming Pain Incarnate is like trying to put out a flame with gasoline. The Incarnate still feels the full pain of each injury, but finds it something to further leverage rather than a debilitating inconvenience. Her injuries serve to aid in bringing out the Aspect within herself and will only get more effective as she gains power and experience.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
Scales, small horns and the beginnings of wings make Lavender stronger, but make it a bit of a hassle to find clothes that fit.
You gain the following benefits at all times.
You are permanently and visibly transformed: Dragon. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1 and your Charisma is increased by 1.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
You may make a +2 Weapon Damage claws attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Hoarder: You must roll Self-Control to avoid trying to collect something you have an instinct to hoard.
You cannot wear standard human clothes. Using equipment, vehicles, or facilities designed for humans is not always possible and always comes with increased Difficulty.
The Severity of any Injury caused by vorpal weapons is increased by 2.
The face is misshapen with a more pronounced brow line and fangs.
You gain the following benefits at all times.
You are permanently and visibly transformed: Vampire. You are considered to be a Sapient, Non-Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
You may make a +2 Weapon Damage Claw attack without additional equipment.
The Severity of any Injury caused by Fire is increased by 2.
The user faces a foe and thrust their staff at them; From the tip of the staff erupts a large cone of glowing blue magic. The spell, though basic, can make its target suffer with it's piercing mana.
One of the first fundamental offensive spells one could learn. Greater sorcerers can further enhance the spell, granting it additional effects. Those struck by Azure Missile, report it feeling so cold it burns, the wounds glow a faint blue, and it smells of cleaning chemicals.
Spend an Action. Select a target within 50 feet. You must actively and obviously use a staff like object to activate this Effect. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, 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 shake hands 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.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.