Cursed Lineage: The Passenger Just below the surface, the Passenger stirs.

2
You possess tolerance to pain and distractions.
Used by Lilith (Lily) Weider, Created by TheSuperChrisb.

At one time, Amaryllis's arms were normal, unscarred, and white as a dove. She would wrestle with her brothers, surrounded by soft and fluffy couches, plug protected outlets, and edge protected tables. They were safe, mostly, until one gave another a shallow scratch with their fingernail. From even a single scrape, the children would ruin rugs and throw pillows as the Fleischer Family Curse took its toll, forcing them to make a sizable plasma donation to the house. They all knew the risks, of course, they had the band-aids and medical bandages on hand to stop the bleeding. They continued their roughhousing beyond earshot of their parents...

Amaryllis's mother, Dahlia, knew the truth of their family's curse. She understood that time was running short as Sorin had already passed away years before. She and her husband studied the occult, making a fortune by reading futures, holding seances, and investigating hauntings. The greatest ritual they ever developed was one to break their curse. She knew Amaryllis, the first-born, would need to be saved first, as soon as possible, before she followed Death to meet her husband.

Something was not right, Amaryllis had passed out early in the bloodletting phase of the ritual. She struggled against her bindings and exasperated the new cuts on her wrists. The long gashes and otherworldly lettering on her arms wept until they went blue. Dahlia completed the runes and smeared a circle in blood around her daughter before realizing that the ritual was faulty. She then realized that her baby girl was on Death's door. She rushed Amaryllis to the hospital in heavy bandages, but her body would refuse to close her wounds. Dahlia would die a year later, consumed by the knowledge that the ritual failed.

She was wrong.


You gain the following benefits at all times.

Your Body and Mind Penalties are reduced to 0.


Community Power Gifts

You gain the following benefits as long as engaged in combat with Shotguns.

+2 dice to all Shotguns rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.

On birds:
Zephyren has an almost abnormal fixation on bird metaphors. He thinks almost exclusively in them sometimes, but of course he wouldn't say it out loud. Sources are unclear on where he got it from, but it may have started from his Chinese given name. After Googling what it meant, he had gone into a deep rabbit hole looking at bird lore. He probably hasn't ever gotten out.

On perception:
He's always been perceptive, more so than others, much to his dismay. In the past he was the first to get bad vibes from a situation and walk away. Some part of him wonders if it's just a difference in opinion, but he knows that it usually isn't just that. The gap has only gotten bigger, and it really doesn't help quell his apathy for people.

On overstimulation:
It has always been a drawback; even having someone raise their voice at him was sometimes enough to send him into a spiral. (Not that the volume of one's voice had much effect, as opposed to the tone or expression.) He would immediately go into fight-or-flight, and every little thing would anger him to no end. He hates it. He knows this is why he doesn't like interacting with people, and he knows it's on him to control, but he would also like to be cut some slack. Every night he can hear the neighbours down the hall doing the devil's dance when no one else can. It's terrible.

On indifference:
Zephyren's solution is to shut himself into his little mindscape, behind layers and layers of disassociation. This is why he may appear quite unaware despite his sharp senses. It's the only way he can escape the noises in his head, as rude as it is to completely ignore people around him. Though, if you came close enough, he'll snap out of it immediately, albeit irritatedly.

You gain the following benefits at all times.

Your Perception rating is increased by 3. 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).

Possession of this Power grants the following Trauma at all times: Phonophobia: When you hear an unexpected loud noise (such as a police siren passing by) or enter a loud environment, roll Self-Control to avoid entering a fight-or-flight response.

You also gain the following effects:

  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Saw it Coming: Any time you attempt to dodge an Attack from someone lower than your position in Initiative, you may Exert your Mind to automatically succeed without a roll. You may use Source to make a Desperate Defense. There is still a maximum of one Desperate Defense per Round.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Sandevistan/Edgerunners reference.
Special thanks to Dr. Rhea Alister.

You gain the following benefits at all times.

Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Centered: You have perfect balance. You cannot be knocked over, and can maintain your footing regardless of the size or stability of the material underneath you.
  • Reactionary: You gain an additional Reaction each Round. You cannot take an Action after taking a Reaction.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Spend two Actions performing the following ritual: draw a circle around or adjacent to the target and shout "Epsilon Omicron!". You must actively and obviously use a staff to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

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 any targets in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 3 things at a time.

Animate targets may Resist being stashed. You must Exert your Mind to stash Sapient targets.

  • 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 approximately 60 liters.
  • 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.

A magician can make anything seem magical, even the most mundane. don't you think cards are a perfect fit for a magician?

You gain the following benefits as long as you are engaged in combat with Cards.

+2 dice to all rolls utilizing Cards.

You also gain the following effects:

  • Pin Down: If you make a thrown attack with something sharp, and it hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.

Stock Power Gifts

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.

Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.

As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.

You are subject to the following effects while gliding or flying:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

You gain the following benefits as long as you are biting and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

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.

You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to you are performing treatment near the site of a battle, including Effect activations, receive +2 dice.
  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.