As Bill starts to treat the issue, he proceeds to tie off the blood flow of the associated body part, unless it's the head. He proceeds to rub dirt or whatever natural ground is around them, to cover the area. As time passes by, it starts to regrow and reform the damages to normal again, glowing a dark green, similar to swamp water.
Exert your Mind and spend an hour. 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.
Frazier has had enough run-in’s, getting close and closer to death each and every time. But, as always and thanks to the supernatural nature of his work, he’s adapting. He won’t stay down.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state, though you appear dead to any means of detecting life. While incapacitated, you can take one Action per minute. Stress applies in full and cannot be reduced for any rolls demanded by the Action. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + your rating in Mind, or if you take an Injury with Severity greater than twice your rating in Mind, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Sessão clássica de terapia, onde o médico ouve o paciente e realiza o tratamento mais indicado.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Medicine at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Raising her staff, a spear of lightning appears near Raika. Raika chooses a target or targets in a line and throws the spear.
Exert your Mind and spend an Action. Select a target within 50 feet. You must actively and obviously use staff, wand, staves to activate this Effect. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
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.
Weaving their blade into a fluid tapestry of defense. The ritual commences with a swift, controlled draw of the katana from its scabbard, mirroring the precision of an Itamae's knife as it slices through ingredients. The blade emerges like a moonlit reflection on tranquil waters, its obsidian surface shimmering with unspoken mastery. With the katana held poised and ready, Machida executes a seamless arc—his movements embodying the grace of an iaido master. The strike, a controlled yet devastating motion, finds its target with an elegance reminiscent of a perfectly crafted sushi roll. The blade's whisper cuts through the air, each movement speaking to years of honed technique. As the blade moves through the air, Machida's focus shifts from offense to the intricate art of defense. With a practiced maneuver, the blade is angled slightly downward, allowing any detriments—be it blood or disruption—to fall away like excess ingredients discarded from a dish.
The crescendo arrives as Machida deftly returns the blade to its ebony sheath, embodying the essence of iaido's swift resheathing—an art that transcends time and now encompasses defense. As the blade clicks home, a transformation transpires. Machida channels the katana's innate energy, erecting an imperceptible barrier borne from the same tranquility that imbues his culinary creations. This newfound barrier mirrors the unspoken prowess of a chef safeguarding the essence of a dish. It seamlessly repels oncoming assaults, combining Machida's finesse with the blades potency. The iaido-inspired stance encapsulates the harmony of defense and artistry, unveiling an embodiment of tranquility that stands as a testament to the dual mastery of blade and kitchen.
Exert your Mind and spend an Action or Reaction. Select a Animate target within arm's reach. You must actively and obviously use Any Sword to activate this Effect. Roll Dexterity + Melee at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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.
After a brief A - B conversation with the flames of life, Ibzan is granted about an hour to talk with the deceased... as long as the body is there. Which makes enough sense to most. Of course, this also does happen to be an A - B conversation... get your nose outta my business!
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
This Effect is not obvious, and the only sign you are using an Effect is Ibzan seemingly talking to himself... y'know, like he normally does. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You may only use this Effect once per target per day.
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.
The aquamancer is an adept swimmer and moves with agility in or out of the water.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects: