A bright light can be seen on the caster and the target that lumminates the spot of the injury on both if bodily.
Story behind the ability
Jason was on his way back from the clinic late at night when he witness a mugging in process he paniced and even tho he managed to intimidate the assailant with stating that he has called the cops and he will be apprehended the victim of the mugging was severely wounded.
When he kneeled to try to provide first aid to the guy , he saw that he had more than 6 stabs and would be dificault for him to survive until the ambulence came in time.
Being the kind person that he is he apologised for not being able to help even tho he was a doctor and as he was curcing himself and praying to god to help this man survive , while clutching his Caduceus necklace he felt a mysterious warm light engulfing him.
His mind somehow understood that this feeling he had felt could help the guy bleeding out on the floor next to him and as he touched the fainted guy the moment he checked again his injury and touched him he felt an intense pain on his own body instead his hand rupture with the same injury but the infury on the man disapeared.
With out second though and driven by addrenaline he tried to use this power to take just enough injurys to save the mans life and in the end he himself collapsed.
The ambulenced took them both in the hospital and the mans life was saved.
This event happened roughtly 1 week before his leave of absent where he was dismissed for 3 months to recover his health and to recover due to overwork.
Exert your Mind and spend an Action to activate. Select a Sapient target within arm's reach. You must actively and obviously use Doctors symbol made of gold to activate this Effect. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The power of a good merchant lies in his mouth. Speak well and you shall be able to sell, as they say… heheh.
“Potential Customer” refers to anyone who looks to have money and isn’t currently hostile towards Jorge. For example, situations where Merchant Mouth would proc include the following:
* Meeting other Contractors for the first time
* Someone asks about whats in Jorge’s stock
* Jorge sees a well-dressed person
* Jorge has a solution to a very minor problem in his stock that the person might want
* A person asks for cigarettes
Etc.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Merchant’s Mouth: You must make a self-control roll in order to not attempt to haggle, barter, or sell something whenever a ”potential customer” appears while not in immediate danger..
You also gain the following effects:
Clara's hands sink into the target like wet clay and smear their skin like paint.
-TAXIDERMY-
Etymology
From Ancient Greek τάξις (táxis, “arrangement”, “order”) + δέρμα (dérma, “skin”). Analysable as taxi- + derm- + -y.
Spend an Action. Select a Living target within arm's reach. Roll Dexterity + Crafts at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must inflict battle scars achievable by manipulation of the targets skin.
This Gift's Cost is capped at 2 and cannot be increased further.
Breigh-suhn is capable of extraordinary feats of driving while transformed into his legendary red 2024 Ferrari Roma Spider
You gain the following benefits as long as you are transformed into a red 2024 Ferrari Roma Spider and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
Ellipsis opens her mouth as wide as she can (which is impressive, for a woman of her size) and feeds whatever she has on hand that will fit into her gaping maw. The object disappears - when she needs it later, it will be back.
Spend a Quick Action. This Effect cannot be used unless at least two dimensions of the object fit within your mouth.
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.
A sickly green cocoon quickly envelopes Kris and warps her form into a crude mockery of a certain cartoon's villain.
Exert your Mind and spend a Quick Action.
You transform into Black-Carapace Armored Insect-like Equine Humanoid for 3 Rounds. You have access to all of your Powers while you are Black-Carapace Armored Insect-like Equine Humanoid, 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 Attributes are the same. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.