A small ritual over an hour, causing the target to be blindfolded so that they do not lose their sanity. Using the Redeemers Scythe, she is able to fully recover one that had been scarred, using the Mistress' power to return the user back to their normal form.
Exert your Mind and spend a minute to activate. Select a Living target within arm's reach. You must actively and obviously use The Redeemers Scythe to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The wound of the person would be brutally maimed, resulting in even worse injuries. Such as the flesh of a burn victim being shredded and flayed off their body, all the while inky black tendrils that are furred work over the body, replacing what injuries the person may have had.
The object glows slightly, while being repaired
Exert your Mind and spend 10 minutes. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
The user flips through the pages of the ledger and motions towards the head, chest, and shoulders of a target with three fingers-- allowing them to briefly connect, manipulate, and 'weave' their soul. Tangible augmentations such as implanted tools or pouches appear in the form of either physiological changes stemming from the shaping of the soul, or spiritual manifestations of the implanted device.
Spend an Action. Select a Living or Animate target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
You may end this Effect prematurely as a Free Action.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Withered Hands / Soft Spot: Writing in the ledger has weakened your hand over time. Called shots against your left hand do +2 damage. If an attack hits you which could conceivably hit your left hand, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage and Necrosis / Feeble Constitution: The ledger's curse has drained you of your life and imparted partial necrosis on your body. Your immune system and/or vitality is especially feeble. You have +2 Difficulty on any and all Body rolls you make. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Your alteration "heals" over the course of the next month, after which it is fully cured.
In addition to their benefits, your augments come with a penalty equivalent to a minor Battle Scar or Trauma. This penalty does not count as an additional Battle Scar or Trauma.
When they go to possess the creature after they create the "wound" in an animal, they dissolve into a black liquid and enter that wound, before the wound is closed behind them. While controlled, the creatures usually have completely milky white eyes, even if normally their eyes have no white in them.
Spend an Action or Reaction. Select a Creature target within arm's reach. You must actively and obviously use Cutting Implement to activate this Effect.
You possess your target and have control over their actions for the next hour. You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host becomes incapacitated or is destroyed, you are forcibly evicted back into your own body.
Eviction: You are able to engage in combat or take other risky actions without being forced out of the host’s body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you ripping open the animal violently with gore when they crawl in, or crushing them into an unusually large splatter before fluid and user recombine if they are small. While the animal is completely unharmed, this is hard to prove to observers.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Trauma at all times: You must roll a Self-Control check if you are attacked by a creature you could use this power on, once per creature. Failure means you must do everything in your power to possess that creature.
The user will give out the command while smoking a cigar and a flash of infernal energy will ignite in their eyes.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. You must actively and obviously use Cigar to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target 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 Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. 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, a conditional request, and an abstract goal. 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. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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.
Terry runs his hands over his patient's wounds, treating and muttering caring words. Blue sparks leap under his fingers, sealing wounds before your very eyes!
The wounds are sealed with a passion for caring. If the patient harms another individual soon after treatment, the healing is undone.
Exert your Mind (unless you have not seen them physically harm another sapient being) and spend 2 Actions. Select a Living or Dead target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 5.
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. Your patient is required to not physically harm another sapient being for the next month. If they violate this rule, your treatment is immediately reversed.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
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 eight hours 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.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of holy things as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.