Toney had his cancer mutated by Substance B, making the volatile mass of cells begin to spread between people.
You gain the following benefits at all times.
Any Injury you receive from a source other than radiation heals quickly, reducing its Severity by one level each Round. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.
Possession of this Power grants the following Trauma at all times: Not Human: You must roll Trauma when Incapacitated..
Injuries you receive from radiation are increased in Severity by 1.
aang head mark starting to glow bright blue. he is able to control nearby elements at will moving them in a way no has every developed
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Trauma at all times: lack of trust.
You are a Fext, a form of Slavic undead that is sort of like a vampire mixed with a zombie but without the never ending hunger, you do not decay but your skin gains a pale grey colouration.
You gain the following benefits at all times.
You are permanently and visibly transformed: Fext. You are considered to be a Sapient, Non-Living being when targeted..
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 Glass is increased by 2.
The old man comments on how he becomes his target or takes over their body, falling unconscious immediately after. The target momentarily convulses in response, then goes still a moment later.
Exert your Mind and spend an Action. Select a Living or Sapient target within 20 feet. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of days equal to the Contested Outcome. The target has no control over their body or actions, though they retain consciousness and will remember anything that occurs during the possession. While the possession is active, the host body will have bloodshot eyes and dilated pupils, making it very obvious to anyone who sees them that something is not right.
Your original body will be left behind, unconscious, in its same location. You may perceive through your original body's senses by Concentrating. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You cannot access any of your own Powers while possessing a target. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you are evicted to your original body. If the possession ends and your original body was killed or destroyed, you die.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. If they fail, you remain in control.
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.
When Nikki gets into the fight, her body can take quite a bit of punishment.
You gain the following benefits as long as your Stop When I'm Dead power is active.
You get +4 dice to any Body resistance rolls you make. You also gain the following effects:
Cassiopeia has formed an oath with Artemis, and in return, receives protection. She may call on the goddess, and a lesser personification of Artemis materializes to thwart incoming attacks.
On gift conception:
It was a night with a full moon, as she walked along the shores of Miami trying to think of a gift. On a regular night the stars would be nigh invisible from light pollution, but she noticed they were twinkling as brightly as if she were out camping in the wilderness. Suddenly there was a woman standing beside her; any normal person wouldn't bat an eye, but Cassiopeia saw a strange blue aura around her. The woman looked up at the moon and asked if she believed in Artemis. She asked if Cassiopeia would want to join the Hunt. Cassiopeia knew where this was going. She knew what she was in for, and there was one aspect that concerned her the most. Thus, she told the woman, "I would, but only if I can continue to age." There was a long silence, as if Artemis waited for Cassiopeia to change her mind, but after a few hours' long standoff, the goddess was intrigued enough to accept Cassiopeia's terms.
On Artemis' oath:
"I, Cassiopeia, pledge myself to the goddess Artemis. I turn my back on the company of men, accept eternal maidenhood without immortality, and join the hunt."
On semantics:
Cassiopeia has always been wary of wording in agreements, and this one was no different. Did "men" refer to people in general, or just... men?
On romance:
So long as Cassiopeia swears off of romantic love, she will be protected by Artemis. Is it cruel? Cassiopeia can't tell. But she doesn't see it as much of an obstacle because she's lived so long without the need for it (or any kind of affection at all). It makes for a good experiment to see if love is really powerful enough to make her turn against the gods.
Exert your Mind (unless you win a coin flip) and spend an Action. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is Cassiopeia whispers prayers to Artemis. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
True to their namesake, the hacker can penetrate the security of any computer system, granting access to its informational stores, or, in a pinch, allowing them to issue commands. The hacked system will display a flickering image of a ghost until it is dismissed.
While hacking, The Technician's fingers move with supernatural speed, blurring like a ghost.
Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. 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.
Exert your Mind and spend an Action. Select a target any distance away from 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 communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. 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 suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. 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. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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 Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.