Ame’s blood awakens a new gift, the ability to climb sheer surfaces in a way spiders do, climbing, crawling, even running up the walls when she needs an extra boost of speed.
In a similar way, or perhaps just through her familiarity with the flow that is the city, the can now run through them without resistance, and bike through them without danger to herself and others.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The bone and muscle inside of UA-566 has been completely replaced with different variations of either UA-566-A or other large, anomalous worm creatures. Although they're visually thin and lithe, they are almost 99% muscle. Because of this, 566's brawn and athletic ability has truly become legendary. Together, the Menagerie is stronger than any man.
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).
You also gain the following effects:
When Birch picks up a cleaning implement, they know what to do. They may wield a mop or broom as if it were a wizard’s staff, or a duster as if it were a magic wand, channeling their Power through their chosen tool. Birch’s job is to cleanse tainted energy, and when they flourish their tool as if cleaning their target, the target feels their anger and aggression melting away, replaced by a calmness and clarity that harming others will not bring them happiness.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. You must actively and obviously use a cleaning implement (e.g. mop, duster, etc.) to activate this Effect. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically.
If they fail, your target will take 1 point of Mind damage and gain Clarity: Fear of Causing Harm as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Hemomancy focused through a glare, stopping the blood cold in the veins of his targets forcing multiple full body internal ruptures. Not quite perfect yet, but Lucas's glowing yellow gaze causes any who fall under it's hearts to hitch for just a second now even without that. Soon, he will bring an end to the rain of the kine and declare true Cainite supremacy!
Exert your Mind and spend an Action. Select a Living target within 300 feet. This Effect cannot be used unless Can only be used if Lucas has fed on blood in the last 8 hours.. Roll Perception + Alertness Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. The target's Armor is completely ignored.
You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Blood vessels explode from underneath the targets skin and they experience horrifying levels of agony as they choke on their blood.
Possession of this Power grants the following Trauma at all times: The Rotshreck: The vampiric fear of fire. When presented with a new source of flame you were not already aware or forewarned of in a scene you must roll self control to not enter fight or flight mode. After a round you may exert your mind to face your fear..
The Afflicted heart has grown a black bulbus in the excess area's of the heart region, Not necessarily functioning as a second heart but as a amplifier. The Afflicted body experiences an immediate change as the bulbus begins rewriting their structure. Veins around the heart turns black whilst the bulbus begins providing an unknown substance through the body that fulfills its needs for Nutrients. The bulbus also provides air for the afflicted by making red blood cells produce their own oxygen rather than transport it.
Nutrients are also embedded into the specific blood cell that transports them, the bulbus generates it and allows the heart to transport it throughout the user.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
When Waldemar activates this gift, the air grows hazy with the golden glow of cheap lager, and the clink of glasses takes on a slow, hypnotic rhythm. His rambling stories become impossibly absorbing—listeners find themselves nodding along.
Exert your Mind and spend an Action. Select a Living target within arm's reach. You must use up Mocny Full in order to activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets 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 -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
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:
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts 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. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.