Physical injuries, be it a scratch, laceration, or a bruise, shine weakly with eerie pale glow for a few seconds, before fading away.
Some wounds never quite heal. Even when they are gone, they leave scars behind. Chronic pains, stiff limbs. All those things which remind us of what happened to us, of what we managed to push through.
Ryan was surprised when the wound, which would surely take a while to heal naturally, healed over the course of following two weeks. Unnaturally fast. Quick test with a knife confirmed it - the shallow cut on a finger was shining weakly, with eerie pale glow, before fading away, as if it was just his imagination.
The cut was gone by the end of the day.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.
Battle Scars caused by your Injuries will remain.
Fred's time working with cleavers has led him to an extreme mastery of the ways in which to use them to rend and tear flesh from the bone. All of the times that he has brought the cleaver up and then down again in order to bring about great cuts of meat have allowed him supernatural mastery of the blade.
You gain the following benefits as long as you are engaged in combat with Cleavers.
+2 dice to all rolls with Cleavers. You may Defend against firearm attacks from any range using Cleavers.
You also gain the following effects:
Now undead his body is no longer human. He has bolstered enhanced abilities and does not age.
You gain the following benefits as long as Must have consumed 1 pint of blood in the last 24 hours and No effect on direct sunlight.
You are permanently and visibly transformed: Vampire. You are considered to be a Sapient, Non-Living being when targeted. Your Perception is increased by 1, your Charisma is increased by 1, and your Intellect is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
The Severity of any Injury caused by Silver is increased by 2.
John uses the tip of his pen to hypnotize the target, and compels them to follow his orders. The target will become a "puppet" of John's, and they will not appear to be themselves.
Exert your Mind and spend at least one Action. Select a number of targets equal to your Charisma within 100 feet. You must actively and obviously use pen to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. 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. 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-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.
You must have some means of communicating this command to your targets, but no one other than you and them will understand or perceive it.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
You become an unnatural and demonic forest beast. A creature not meant to live in this world, suited and adapted to it's hunting grounds.
Wick gained this form when he sought out a demonic creature within the woods, he made a deal- give his flesh in return for power. This body is his gateway into the deeper occult, marking him eternally and irreversibly.
You gain the following benefits at all times.
You are permanently and visibly transformed: Your skin turns stark white and your head is replaced by an empty-eyed deer skull. Your feet are now hooved and antlers reside on your head. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to Hiding. You receive +3 dice on non-attack rolls related to Hiding.
While in Thick forestry, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You may make a +2 Weapon Damage Sharpened Teeth attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Paranoia.
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.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
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).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects:
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 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.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee 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 damage the target's knees.
This Gift's Cost is capped at 2 and cannot be increased further.