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.
Take a Severity-1 Injury and spend an Action to activate. 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 can communicate as they would have been able to in life. 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 blood 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the Vampire draining blood from a body's neck, and feeding his own blood in turn to that same body.
A standard issue military grade body armour which helps protect against weapons and gunfire
You gain the following benefits at all times.
You have 2 Armor, which reduces incoming damage from all sources of physical attack except Head & Legs. Armor from multiple sources does not stack.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 5 Rounds.
Bill is an avid investigator. He has spent his career hunting the next big lead. As he has begun delving deeper into the world of the supernatural he has started to manifest abilities. He has been granted the ability to see people in the objects that have had pass interactions with. Bill just needs to hold the object and open his mind to aether. As Bill manifests his power his eyes go completely white, as if his pupils don't exist. He can learn who has interacted with the object.
Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn all the following information about your target:
Electra's skin molts like a suit made of silk, her lower half becomes replaced by a wave of spider legs that lift her up to reveal a massive half-spider half-human hybrid. While the center of her mass is accentuated by a human torso, her front side houses a spider maw filled with fangs that contain deadly venom.
Exert your Mind and spend an Action.
You transform into an Arachne for 3 minutes. You have access to all of your Powers while you are an Arachne, 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 1 and your Perception is increased by 1. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
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.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
David walks between the tombstones, and as he does, the air gets darker, heavier. He walks in a realm of sand and bone as the sights of the modern world fade away, only graves and the souls of the dead wandering the sands. Following a voice only he can hear (‘find me’), David seeks out one particular tomb among the sprawling sands. When he finds it, he enters inside, and depending on how the voice he can hear reacts, appears either above or below the tomb, either unharmed or buried alive.
To outside observers, this effect appears as a sand crusted bony limb reaching out of the grave or tomb to pull David within it in a whirling rush of sand. At the other targeted grave (or other targeted point if not using Spirit Paths), if all goes well, Vance appears rising from the grave, covered in a light dusting of sand and bone dust.
As David walks a Realm of the Dead, their voices cry out to him. “Find us.” “Find us.” “Gorgonsire, find us”. On the whisper of the wind he can almost hear a Medusa’s dying words, locked in time and sand and wreathed in bone as its head topples from its shoulders.
“Find me”
And yet for now, the echoed voice goes unanswered.
Exert your Mind and spend 1 minute. Select a Location within your line of sight. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Buried Alive under chosen travel spot or Grave/Tomb.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Grave/Tomb for one minute, you may activate this Effect and travel to the edge of any other Grave/Tomb that you’re aware of, regardless of range.
You are an unnaturally pale, still, lifeless human with intense burn scars all over your body, including your face that gives it a shocking and horrific appearance. In some places, your marred skin hangs too loosely to the limbs. Instead of fresh blood, a sticky, poisonous black ooze appears from any piercing injuries you receive.
You gain the following benefits at all times.
You are permanently and visibly transformed: a zombie. You are considered to be a Sapient, Non-Living being when targeted..
Your Injuries no longer degrade with time.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Possession of this Power grants the following Battle Scar: Disfigured.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
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 appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
Your Extra Appendage is incapable of fine object manipulation.
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.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.
You also gain the following effects: