Gustav has bound the fleshcrafting demon Carnothrax to his spine. When he activates this power, his spine undergoes a grotesque transformation, disconnecting itself from Gustav's body like a bony tree branch sprouting bone protrusions that move independently.
Carnothrax's malevolent influence takes hold as Gustav's spine becomes a nightmarish tool for remolding the target's flesh. It violently pierces, prods, and stitches the recipient's body, leaving fragments of itself behind to hold the newly crafted form together. This horrifying process restores the target's physical condition but inflicts a nightmarish ordeal of body horror upon them and Gustav himself.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Make a Trauma roll when you activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Occult 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. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Grotesque demonic body horror.
A visor covers their face, looking like a rave mask, but including a full mouth inside, the mask can open up to eat, this is likely uncanny to most. other mechanical parts are present but cannot be scene with current form.
Can attach tail to their back as well, but that is currently removed so they can blend in.
You gain the following benefits at all times.
You are permanently and visibly transformed: Semi-mechanical. You are considered to be a Sapient, Living Computer when targeted. Your Perception is increased by 1 and your Intellect is increased by 1.
You no longer age naturally, and supernatural attempts to age you fail.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation with the target's inner monologue. 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.
Spend an Action to activate. Select a target within 10 miles of 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 conversation to your target, and may continue speaking with them without any additional Exertion cost for as long as you maintain Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Deliver your blows with the impact of a performer's final act.
Force and finesse go hand in hand.
A narrative must have a careful balance of both, lest it collapses under the weight of meaningless strength or dissolves into empty gestures. To wield power is to understand when to strike hard and when to let the tension linger.
A delicate dance of impact and restraint, all for the sake of the perfect scene.
You gain the following benefits at all times.
Your Brawn rating is increased by 3. 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).
As undead as a jianshi is, due to their nature of purely devouring the warmth/qi of creatures, they have no working digestive system... no source of energy, no need for food, water, sleep, or air to survive, they are... perpetual until they are slain.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
Possession of this Power grants the following Trauma at all times: Cotard's syndrome: Believes they are dead, If afflicted any injuries, roll a self control roll to take care of it..
Todd inhales a mighty breath his lungs swelling with power. He sticks a finger into either side of his mouth and releases a whistle at a pitch too high for human ears.
Only a second later Dutch his loyal black labs bounds into sight ready to fight for his owner.
Exert your Mind and spend two Actions performing the following ritual: intense whistling. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Black Lab 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.
You may only use this Effect once per day.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
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:
You cannot investigate the same area more than once per day.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. 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).
You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects: