Another job, another life threatening injury. The arm was only a temporary fix. She needed a permanent fix to these scars. So she took a possessed woman’s eye, dark and brown like a bar of chocolate. Luckily it was a good eye even though it was a little beat up. She wouldn’t be using it much more, she had already passed. Maybe it could be used to do some good.
So she has an eye. So what? But it’s not just the eye. She can use any of the freshly dead to help herself heal. Repair what has been destroyed.
Exert your Mind (unless you win a coin flip) and spend 15 minutes to activate. You must use up One pound of flesh per severity of the injury. in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Medicine 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.
Tommy leaps out of the way of danger in a set of smooth practiced motions, almost like he's done this once or twice before - his light frame dances circles around his adversariey, his athletic but by no means huge limbs lashing out like enraged vipers, aiming for particularly, soft and brittle targets alike.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +0 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
Jax Starts playing on an imaginary instrument. The longer he plays, the more real the instrument becomes. Then it fully manifests.
Exert your Mind (unless you win a coin flip) and spend 1 minute.
Choose a specific type of instruments which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Charisma + Performance to fabricate up to 5 copies of 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.
The user of this gift can manipulate their shadow using dark magic at will as long as they are in the dark, it will usually simply appear as a pitch black tendril that extends from the user's shadow and the user can also use it as a weapon if needs be.
Exert your Mind and spend an Action. This Effect cannot be used unless the user is in the dark.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Sword.
Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the user's shadow seemingly come to life and take the form of a black tendril that writhes and wriggles violently as if it is a trapped creature, anything this tendril touches while corporeal will leave a dark wet stain on the surface touched.
As you channel the sacred flame through your body, a surge of warmth rises from the core of your being and fills every limb to its tip. Your back tingles with an intense, burning sensation, but it does not hurt, it empowers. The sensation grows higher until in a flash of energy, like all at once, you feel your ability to manipulate your body with your mind.
The manifestation of telepathic flight is not merely a physical phenomenon but a profound paranormal connection to Nicneven, the ancient fairy goddess who grants our order its sacred flame. These wings are the embodiment of the divine fire, a testament to the deep bond between the Lasair Nicneven and our goddess.
Exert your Mind and spend a Free Action. 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:
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.
As Rigor mortis takes a stronger hold of Ji, the heavens punishes this being that refuses to die by stiffening his body more, yet without it realizing, This strengthens Ji much more instead, despite his soul feeling stiff and heavy, almost as if the entire world is pressing him down. With his soul splitting from his body slowly, the soul becomes more evil in nature, causing it to instinctively fear rice naturally.
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 Trauma at all times: Sticky Situation - Cannot cross rice without rolling self control..
You also gain the following effects:
The seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. 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.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.