Suddenly the user is filled with an overwhelming desire to accomplish a task regardless of the ramifications or injuries they could incur. The user becomes more lively and as such suddenly ignores any physical pain or trauma applied to a damaged body part for a set amount of time
Exert your Mind and spend an Action. This Effect cannot be used unless you suffered a severity 2 injury or more.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
Stress from Injuries acts as a dice bonus instead of penalty.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Any dice penalty from being stunned, diseased, cold, hot, dizzy, sick, distracted, or similar circumstances is reduced to zero. Does not affect penalties from Effects you activated.
Her humanity abandoned, lost to the wind
You gain the following benefits at all times.
You are permanently and visibly transformed: Pale skin, red eyes and sharp fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Dexterity is increased by 1, your Perception is increased by 1, and your Intellect is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You are immune to damage from heat and flames. If heat is a substantial component of other damage you would take (e.g. slashed with a flaming sword), that damage is reduced by 2 (in addition to Armor)
Possession of this Power grants the following Trauma at all times: Aspd and Psychopathy.
The Severity of any Injury caused by Holy Material is increased by 2.
Randal is a strong and durable bloke, supernaturally so. He will continue to fight no matter how hard you beat him.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
While Incapacitated, you may Exert your Mind to take a single action.
Stress from Injuries acts as a dice bonus instead of penalty.
If you die, you may continue to act as though you were not dead for 3 Rounds.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
His eyes begin to glow. From out of no where creatures that look like angel like creatures grab the thing that will be put into. Johnny unhinges his jaw and the creatures begin to shove them down his throat. He doesn’t choke.
If he takes something out the item gets vomited out in a similar manner with a baby angel exiting the mouth and disappearing after waving goodbye.
“I was given this power to save people after they have died but of course I don’t wanna have to carry them on my shoulders. It occurred to me in a dream but I never imagined it feeling so disgusting to do each time again and again. I just need to get strong enough to be able to completely revive people.”
Spend an 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 Corpses in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 5 of them at a time.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The eyes of Johnny begin to glow and it looks as if the item that’s being stashed or taken out is shoved in or out of Johnnys mouth by baby angels. Johnnys mouth is unhinged like a snakes. Everybody looking at this gets the feeling that this is wrong and against the natural order of things.
WIP
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Possession of this Power grants the following Battle Scar: Concussive Trauma.
Father White begins to chant a call to the angels above in latin as he forms a "Star of David" with his hands... ironically, he's actaully chanting to Satan without knowing it and forming a Pentagram but... don't tell him that!
As he does, the target is wreathed in the hands of the damned and black-touched fire as a portal to hell opens up... igniting them.
Exert your Mind and spend at least two Actions performing the following ritual: speaking a latin summon while somatically gesturing your hands to form the mark of the devil to activate. Select a target within 20 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start a new fire as large as a firepit's fire at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. When you create a fire, you may choose to maintain Concentration for up to 4 Rounds. As long as you maintain Concentration, the fire you created cannot be extinguished. Afterwards, they require fuel and oxygen in order to continue burning, and can be extinguished as normal.
Lighting a target on fire deals 4 Damage per Round, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target is wreathed in demonic black-touched flames and are clawed at by the hands of the damnned as they are ignited by a hand straight from hell.
You may only use this Effect once per day.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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. Lasts until the end of their next Contract or 1 month for non-Contractors.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + 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.
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 yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The detective can flash their badge and bark out orders to a person or a crowd, and the target will have trouble ignoring their command.
Exert your Mind and spend at least one Action. All Sapient targets within 20 feet of you are affected. You must actively and obviously use a police badge to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. Any affected targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in minutes. 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. 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.