Viewing Effect - Inevitable Comeback
Narrowly avoid death

Requires: Seasoned

Create a Inevitable Comeback Power

Description

You are able to barely survive seemingly lethal attacks.

System

If you would take an Injury that would kill you, you don’t die. Instead, you survive, incapacitated. After one hour, the Injury that would have killed you, as well as any Injuries sustained since then, are healed. Battle scars obtained during this time remain.

If, while you are unconscious, your wound level rises above your rating in Body + [[chosen-attribute]], or if you take an Injury with Severity greater than your rating in [[chosen-attribute]], you die.

Enhancements

Dazed and Confused (You retain a basic level of awareness while Incapacitated. You still cannot take actions other than speaking.)

Safety Net (You may survive wounds below incapacitated equal to your Mind or Body score instead of the chosen Attribute.)

Sleeper Agent (You appear dead to any mundane or supernatural forms of detection.)

Sleep It Off (After recovering, you may roll Body, Difficulty 7 to stabilize any remaining Injuries.)

Partial Invulnerability (Truly killing you requires a specific form of attack or action, such as impaling a Vampire's heart or inflicting a wound on a werewolf using silver. This weakness must be discoverable or intuitive, and attackers should be given a roll to discover it.)
World Leader approval is required to take this Enhancement, and it must be germane to your character concept/archetype. For example, a vampire who must be killed by fire, a robot who cannot die unless it's nuclear power core is removed, a Greek hero who can only be killed by striking his heel, etc. If this prevents damage which would have caused a Battle Scar, you still receive that Battle Scar.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Maddening (Possession of this Power causes a Trauma that cannot be cured by any means. The chosen Trauma must be particularly dangerous and/or restrictive.)
This Trauma should require a Mind roll to avoid serious issues and loss of Character control. For example, "you must roll Mind to surface from any body of water," or "you must roll Mind to avoid jumping into fire when you see it," or "you cannot trust your life to someone else without rolling Mind." etc.
Horcrux (You do not return to life automatically. Instead, your body leaves behind some token. A simple ritual must be performed with this token during a Downtime to regenerate your body.)
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Example Powers

No Example Powers Yet