Thirty-six years. The amount of time spent under that burning heap. The fact she survived it landing on her is a miracle. The fact she survived the radiation is an impossibility.
Now her physiology is irradiated to such a point that mundane diseases can not survive in such conditions, in such a manner of ultraviolet sterilization. Her knowledge of her own body even allows her to target complex diseases and break them down.
You must exert to clear alien radiation poisoning
You gain the following benefits at all times.
You are immune to all non-Alien diseases, as long as they can be treated in some way by modern medicine. If there is no known treatment, you must Exert your Mind to cure yourself.
The Assimilator lightly touches the back of an unsuspecting passerby, apologizes and goes along their way.
The Assimilator lightly touches the back of an unsuspecting passerby, apologizes and goes along their way.
Spend an Action. Select a target within arm's reach. This Effect cannot be used unless the target is living.
Your target is marked with microscopic alien parasites swimming in the target's bloodstream. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
You may activate another Effect through your Mark as though you were standing at its location. This destroys the Mark.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a black centipede head inserting a proboscis-like appendage into your target, injecting them with something.
This Gift's Cost is capped at 2 and cannot be increased further.
The Witch can access various important details about a person simply by engaging in a short conversation with them for a minute or so, knowing their name (if they are a person) and asking a specific trigger question
Exert your Mind (unless When used on people, i must know their name for it to take effect) and spend at least two Actions performing the following ritual: I must use the phrase "Would you mind telling me a secret?" to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question in order to gather any information. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. At the end of your investigation, roll Charisma + Influence at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
Chamael's head glows, ever so slightly. His halo pulses with light when it resists an effect or ability.
You gain the following benefits as long as Alternate Form is active.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
Wolf points at the target that they wish to bind, after that the animal skull on their person begins to glow with runes before a spiritual form of the creature that the skull came from leaps out of the skull and begins moving rapidly towards the target, as it moves towards the target it rapidly gains flesh and blood before it unhinges it's jaw and attempts to consume the target whole, the longer that the target is held in the jaws the closer they get to closing completely after the target has spent 3 rounds within the spirits mouth.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 45 feet. You must actively and obviously use Animal skull to activate this Effect. Roll Brawn + Athletics at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.
The target may spend an Action and roll Brawn or Dexterity + Athletics to attempt to break free. They must accumulate a total Outcome equal to or greater than the original Contested Outcome to escape. Damage to the binding from outside sources also contributes.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The spirit gains flesh and consumes the target.
Possession of this Power grants the following Battle Scar: disfigured.
Will uses a magic incantation to cast a spell persuading the other party to do what he commands.
Exert your Mind (unless you win a coin flip) and spend three Actions performing the following ritual: Must carve, paint, and speak a short runic word. Select a Sapient target within 20 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Communicate a command to your target. Roll Charisma + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.