During a short ritual Ferb is able to bring back those that are lost. She is uses herbs and spices such as Lavender over the body.
Exert your Mind and spend an Action to activate. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must use up Herbs and spices in order to activate this Effect.
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 for one hour 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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see dead rising.
Frankie Horrigan’s blood runs cold—literally. When he's wounded, his veins shimmer with frost, and the air around him drops several degrees. Cuts crust over with rime before sealing shut; shattered bones knit back together with the sound of ice cracking.
You gain the following benefits at all times.
Any Injury you receive from a source other than Silver heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
Injuries you receive from Silver are increased in Severity by 1.
Jeremy Soap blows into a bubble wand, infusing the bubbles with his will. This causes the imbued bubble to launch at high speeds towards a target and slam into it, similar to a cannonball.
Exert your Mind and spend an Action to activate. Select a target within 300 feet. You must actively and obviously use Bubble Wand to activate this Effect. Roll Charisma + Influence 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 3. Armor is fully effective against this damage.
Feeling like his bite wasn't strong enough before to deal with a supernatural grandma, and nearly dying, Mako pushed his teeth to the limit, sharpening them enough that they now glimmer with a rainbow sheen, mimicking the hardened nature of naturally occurring shells and working more on maneuvering with his giant teeth, allowing him to do hit and runs with his teeth while mangling any armor that will keep him from the next meal.
You gain the following benefits as long as Only applies to body part weapons and you are engaged in combat with Knives.
Your attacks with Knives deal +3 Bonus Damage. fully effective
You also gain the following effects:
The Dhampir simply hums while putting their ear up to the wall before confirming that there is nobody inside.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: Father Dearest - You await the day you no longer need to sleep, so his face might go away. (Nightmares).
There is blood in your veins that is not your own. And yet, your body has embraced it, making it yours, and changing itself to fit. Your skin can stretch beyond its limits, and your bones can break themselves, to create new vertebrae in their place, the skin and meat around them changing to be more muscular and lithe, even going as far as fusing together limbs. 𝘚𝘯𝘢𝘬𝘦𝘭𝘪𝘬𝘦. That is the only word for what you've become, aside from maybe monstrous. The good part is, normally, only your eyes betray your nature, large and green and slit.
You gain the following benefits at all times.
You are permanently and visibly transformed: Mutated Accumulation. You are considered to be a Sapient, Living Creature when targeted..
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
Your appendages can reach an additional 30 feet.
You can squeeze through any cracks and passageways a cat would be able to.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. 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).
You also gain the following effects:
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.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
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.