Be Well Friend (Proselytization) "Peacemakers are blessed."

2
The power to heal lingering disfigurements and scars.
Used by Joseph "Joe" von Barish IV, Created by dae_kianna.
(When activating this Effect, it is obvious you are treating the target. )

Joe's skin begins to visibly glow. Soon, the target feels the warmth of the sun balanced by a cool, salty ocean breeze from head to toe. The sensation fades as quickly as it came. An unusual tattoo and the innate knowledge that there is something they must do (or not do) are the only evidences of their former Scar.


Exert your Mind and spend a minute to activate. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.

The treated Battle Scar will heal immediately. 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 tattoo like the rippling effect of sunlight shining down through water that faintly glows in the dark on the target which cannot be healed.

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.

  • You can target yourself if you qualify as a valid target by the other requirements.

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Community Power Gifts

In shadows deep, where whispers creep,
Small demon mushrooms dance and leap.
With caps of gloom and eyes aglow,
They skitter forth in a wicked flow.

Their spore-filled laughter fills the air,
A mischievous sound, a chilling snare.
In crooked lines, they scuttle near,
With jagged grins, they spread their fear.

A horde of mischief, sly and spry,
In moonlit nights, they prowl and pry.
Beware the woods where they convene,
For in their dance, dark dreams are seen.

Exert your Mind and spend an Action. You must actively and obviously use A Drop Of Blood and A Song To Unleash The Horde to activate this Effect.

Summon up to 3 Sapient anamorphic Mushroom Demons________ at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 4 dice to dodge, Grapple, or make Thier Sticky Little Poison Liquid Hands Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

You gain the following benefits as long as you are engaged in combat with improvised weapons.

+2 dice to all rolls with improvised weapons. You may Defend against firearm attacks from any range using improvised weapons.

You also gain the following effects:

  • Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized. If you would successfully incapacitate a target, you may opt to knock them out for one hour instead of having them suffer an Injury.
  • Riposte: If you successfully Defend against an attack within range of your melee weapon, you deal Damage equal to your excess Outcome plus Weapon Damage back to your attacker.

You gain the following benefits as long as you have your stark, tired brown eyes.

Your Charisma rating is increased by 2. 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).

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Me, an Empath: You have an intuitive understanding of the emotional state of any Animate being within 30 feet. Once per person per day you may roll Charisma + Influence to learn what things they respect or disrespect in others.

  • On its own, your empath abilities do not allow you to detect lies.
  • If your stark, tired brown eyes is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as only applies to punches and no other form of unarmed attack and you are engaged in unarmed combat. You must actively and obviously be using boxing gloves to gain the benefits of this Effect.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Fight Circle: Only one opponent may engage you at melee range each Round.
  • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
  • Flow Like Water: If you win a Clash or successfully prevent an attack by Defending, you may instead redirect the incoming attack to another target within range. If you Defend, the redirected attack uses your positive Outcome after defending, if you Clash it uses the outcome in entirety if you win.
  • Transcendence: You may Exert your Mind to Defend against any number of incoming Attacks this Round as a Free Action. While active, you can only Defend against attacks directed at yourself. When Defending against a mob, you do not suffer the Difficulty Penalty, and their Attack does not gain the normal Outcome bonus.

  • If an enemy attacks you at melee range, you may only attack them that Round (unless they are defeated). Likewise, if you attack an enemy at Melee range, only they may attack you that Round (unless your attack defeated that enemy). Essentially, use standard kung-fu movie rules.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

This power is an application of vel’a ability to enchant items with effects related to their symbolism applied to ink and a drawing on their own body.

The tattoo must be of a storage device

The ritual involves
- getting the tattoo
- getting a large object that matches the tattoo in appearance
- do a ritual which involves the destruction of the large box
- have around many references to secret stashes, and objects that are bigger inside than out.

Although this is themed as an enchantment, Vel cannot do it to others or multiple times (without a separate gift), it’s just flavor for how they managed to get this power.

Spend a Quick Action.

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 rolling luggage bag (60 liters), and you may store up to 7 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is approximately 60 liters.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.

Stock Power Gifts

This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.

You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • This does not satisfy the Line of Sight requirement for targeted Effects.

You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.

Any Injury you receive 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.

Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.

You learn all the following information about your target:

  • You learn the object's highest material value and why it is worth so much.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.

The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.

  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.
  • The area you choose where the trap can be triggered may be just a single location, similar to a tripwire or a pressure plate, or it can be a proximity trigger which hits anyone who comes within the specified range of the trap. This is defined by you when you place the trap and cannot be changed once the trap is placed.

This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.

Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.

You receive +2 dice to any rolls made against a marked target.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Marked individuals satisfy the line of sight requirement for targeted Effects.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.