If the attacker wishes to kill the user then they must bargain with death through their attacks to truly kill this person.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. While incapacitated, you can take one Action per minute, starting one minute after you were incapacitated. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + twice your Charisma, or if you take an Injury with Severity greater than twice your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Possession of this Power grants the following Trauma at all times: Experience of death.
The dream goddess can bring true, restful, sleep to all. Though those who experience her touch at not always the most willing, the goddess is not one to take no for an answer once she's been pointed at a target and her spiritual means are often quite difficult for some to resist. Though after a brief journey to the shrine of tranquility, and with a little help from the heroes sword, Vergil was able to free her from her gemstone prison and now with her freed from the gem the only thing he needs to wield the goddesses power now is a blue rock to remind him of her presence and their connection. Since obtaining Tranquility, he has obtained the ability to manifest this through his sword, a swipe of the blade catching most in it's path and ensuring they find a more peaceful end.
Exert your Mind and spend an Action. Select a Location within 30 feet. All Living targets within 20 feet of the chosen location, besides yourself, are affected. You must actively and obviously use A blade to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, affected targets 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 Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
You gain the following benefits as long as you are engaged in combat with sword.
+2 dice to all rolls with sword. You may Defend against firearm attacks from any range using sword.
Possession of this Power grants the following Trauma at all times: delusion of invincibility.
You also gain the following effects:
Your brain is tapped directly into the world wide web. This is in many ways a terrible burden, but on the other hand, it means you can Google basically anything on the fly. Two thirds of intelligence is knowing when to ask for help; the other third is having fucked up brain chemistry that makes you bad at socialising, probably.
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Does Not Compute - Whenever you are presented with a critical (crucial) split-second decision, such as a Reaction, roll Self Control. On a failure: you are "stun-locked" out of your reaction, as your brain overclocks itself.
You also gain the following effects:
Ena is a spectre of The Well- one of many that can be found wandering aimlessly among ruins on the way to Oblivion. She, as well as all the others that were left behind, can desire a variety of things, but most of them are quite abstract. "The desire to want". "The desire to feel". "The desire to experience eating". Even "The desire to feel pain". All sensations, and more, that they are robbed of deep within the Well. For they are pure beings that live in chaos and only once beheld by minds seeking sanity, could they achieve any semblance of form.
Ena is just like them, except she found a way to escape- only to find herself within another prison. Luci, feeling at least moderately shitty about that, found a way to give Ena form that she can project herself onto and experience sensation directly. In return, when it comes time that Luci needs her to help, she's to help.
To give her form, Luci sculpts a copy of herself with enough ink that would comprise a normal human's blood. Ena's natural form changes its appearance to better match her disposition.
Ena is very much an intelligent being, unlike most summons, but her mannerisms are just so toxic and volatile, that getting her to help out with complex calculations is like pulling teeth from a literal child. She, at the very least, provides interesting conversation even though she's pretty unlikable.
She is an average heighted human with pitch black hair in a wolf tail, deceptively soft features, dark brown pupils, black fingernails, and a shadow that's just a wee bit more vivid to especially perceptive individuals.
Exert your Mind and spend one minute. You must use up 5 Liters of Ink in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Summon a single Ena at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
What would happen if you combined the perfect precision and ability to perform thousands of calculations in a single second of a machine with the hyperactivity of a 12-year-old child?
This, probably.
You gain the following benefits at all times.
Your Dexterity rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.