Desensitization It doesn't have to hurt if you don't want it to.

1
The power to tolerate pain and distractions.
Used by Hezalea Solitreault, Created by Cryst0lline.
(This Effect is obviously Alien when used. )

The most painful times in Hezalea's life has left her indifferent to the pain. If she tries hard enough, she can tune it out as if it's background noise.

On pain:
One might say suffering is part of being human. Does that mean those who have yet to suffer are yet to be fully human? If that were true, if pain and sadness were a prerequisite for recognition, Hezalea would rather shirk it all.

On willfulness:
Muting any of the senses takes more than being told, "Just deal with it." But now... Hezalea can indeed say that to herself and expect herself to stop being so flustered by the incessant agony that hovers around her. It's all just a placebo. She's incredibly annoyed that this very power has validated all the insensitive words thrown her way.

On heroism:
Was numbness always part of being a hero? She doubts it. Often the most questionable heroes are ones who have become desensitized from the horrors that plague their lives. She wishes she could feel visceral disgust at all the atrocities in the world again, she wishes she could say that was the drive for her ambitions, but really, why does she continue moving forward?


Exert your Mind and spend an Action.

Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.


Community Activated Gifts

Exert your Mind and spend 15 minutes. This Effect activates whenever you reach maximum body and would die. It does not require an Action or Exertion. This Effect cannot be used unless you trigger the power through death and you have lives remaining. You begin with 9. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you it doesn't work. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Dexterity + Athletics at Difficulty 4.

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.

If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Unstabilized wounds do not degenerate during treatment.

Expend a point of Battery and spend an Action or Reaction to activate. This Effect cannot be used unless you are being attacked. Roll Dexterity + Firearms at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome Damage. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: roll self-control to give someone this item. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.

This Effect activates whenever successfuly attacked by the Villain or you reach 4 mind severity. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. This Effect cannot be used unless REACH 4 MIND SEVERITY and QOH EGO IS FULLY WORN. 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.

You transform into The Magical Girl of Hate for 3 minutes. You have access to all of your Powers while you are The Magical Girl of Hate, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.

While transformed, your Brawn is increased by 3, your Dexterity is increased by 3, and your Perception is increased by 3. Your Stress is reduced by 2.

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

If you take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into E.G.O CORROSION. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends. Cooldown 1 day.

If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.

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.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: All Returns to Nihil. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You may only use this Effect once per day.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Use up this caramel shortbread (unless you succeed on 1d10, Difficulty 7) and spend an Action. Roll 7 dice Difficulty 6, dice penalties do not apply.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage.

  • This consumable is destroyed when used and cannot be used again.

When Trav sleeps he doesn't have normal dreams, He is instead put in the body of a future version of himself, that person being a soldier who was drafted when war a broke out, that soldier through much bloodshed grew to enjoy killing even taking pride in the number of people killed, taking their fear as a complement. After his first contract this nightmare has gained power over Trav and con now take physical form. Trav calls this person the Monster as an attempt to separate himself from this thing he could become

Exert your Mind (unless you win a coin flip) and spend a Quick Action. You must use up A written note confirming that he is in control in order to activate this Effect.

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

While transformed, instead of your normal clothes and equipment, you are equipped with: Flak Jacket + Helmet, Rifle, 1 grenade, 1 flashbang, 1 knife, 10 magazines

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see A child is shot through the back of the head.

Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Activated Gifts

Exert your Mind and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend an Action.

You transform into a brown bear for two hours or until you choose to end the Effect. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.

Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

Possession of this Power grants the following Trauma at all times: Intolerance for society. When you are in a situation with strict social protocols (like a trial or a formal dinner) roll Self-Control not to enter a flight or fight response.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.

Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.

  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind and Spend an Action.

You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.

If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.

You may end this Effect prematurely as a Free Action.

  • If a character is inside of you when you revert to your original form, you take a Severity-5 Injury when they burst from your innards as you shrink.
  • You cannot move in any way the object wouldn't normally be able to move. If you are a feather duster, you cannot float around, etc.