The dream goddess can bring true, restful, sleep to all. Though those who experience her touch at not always the most willing, the goddess is not one to take no for an answer once she's been pointed at a target and her spiritual means are often quite difficult for some to resist. Though after a brief journey to the shrine of tranquility, and with a little help from the heroes sword, Vergil was able to free her from her gemstone prison and now with her freed from the gem the only thing he needs to wield the goddesses power now is a blue rock to remind him of her presence and their connection. Since obtaining Tranquility, he has obtained the ability to manifest this through his sword, a swipe of the blade catching most in it's path and ensuring they find a more peaceful end.
Exert your Mind and spend an Action to activate. Select a Living target within 30 feet. You must actively and obviously use A blade to activate this Effect. Roll Charisma + Occult at Difficulty 6. The target 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 -3 dice Penalty to all Actions. After this, they fall asleep for Outcome x 3 hours. Affected 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.
If the target successfully resists being put to sleep, they will still become drowsy for the next minute.
The user´s body is covered in tribal patterns
You gain the following benefits at all times.
Any Injury you receive from a source other than Mistletoe heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: The user´s body is covered in tribal patterns.
Injuries you receive from Mistletoe are increased in Severity by 1.
Curved goat horns protrude from Jaala's head from the sides, Jaala takes pride in these large and grand horns.
You gain the following benefits at all times.
You are permanently and visibly transformed: Ram horns. You are considered to be a Sapient, Living being when targeted..
You may make a +2 Weapon Damage Knife attack without additional equipment.
Zain is constantly on edge. Hyper paranoid of his surroundings and always on the lookout for danger, he refuses to let his guard down and let any corruption slip by him. These instincts have sharpened exponentially over time, allowing him to even predict incoming threats and take action before they can pose a problem.
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:
Visible and stylized gusts of light green wind wrap around the user, lifting his clothes slightly, before teleporting the user to the desired location. The mark on the back of the user's hand of the Triforce of Courage glows slightly during the process.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
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.
You have a natural intuition for resonance, and can semi-reliably modulate your banshee scream to shatter an object like glass.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within 20 feet no larger than a duffel bag (35 liters). Roll Charisma + Performance 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.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
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.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
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.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects: