Undead resilience

1
You possess tolerance to pain and distractions.
Used by Edward Graves, Created by lunaticwhale.

Due to the state of undeath, injuries do not impede Edward. The injuries still happen but, unless they caused him to become unconscious or killed him, he can still do everything the same as if he wasn’t injured in the first place.


You gain the following benefits at all times.

Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.


Community Power Gifts

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn the following information about the area:

  • You learn about any traps or ambushes in the area. Using this power does not trigger said traps or ambushes.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area 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 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 + Crafts 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.

Your patient is required to consume hallucinogens daily for the next month. If they violate this rule, your treatment is immediately reversed.

Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

  • The patient is aware of the after-care requirement.
  • The treatment time may be broken up into multiple sessions if necessary.
  • 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.

Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1

You gain the following benefits at all times.

You are permanently and visibly transformed: Ghidora. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1 and your Intellect is increased by 1.

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)

You no longer age naturally, and supernatural attempts to age you fail.

Your appendages can reach an additional 30 feet.

You may make a +2 Weapon Damage Tooth and Claw attack without additional equipment.

Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.

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 speak any coherent verbal language and must resort to other means of communication.

You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.

You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • Even though you're targetable as a Creature, you still are also targetable as a Sapient being.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend a Quick Action. You must use up Gold Coin in order to activate this Effect.

You transform into Leprechaun for 30 minutes. You have access to all of your Powers while you are Leprechaun, 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, your Dexterity is increased by 2, and your Perception is increased by 2. Your Stress is reduced by 2.

While transformed, instead of your normal clothes and equipment, you are equipped with: A Green Suit with matching head and Cane (Suit work as Kefla Armor) also a green Revolver in his Hand

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: Oniomanie.

If you become Incapacitated or suffer an Injury Severity 4 or greater, this Effect ends.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits as long as you are engaged in unarmed combat.

Your unarmed attacks deal +2 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.

You also gain the following effects:

  • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Stock Power Gifts

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 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.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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 are speaking to multiple people and the target is listening.

You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.

The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.

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.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

This Effect cannot be used unless you are making a deal to exchange money for protection.

You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.

Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

When crafting your oath, you may incorporate any of the following penalties:

  • You may suspend a targeted Offensive Power which will take effect when the oath is broken. The Power must be able to target all participants the oath indicates it could hit.
  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.

  • All Oaths must have at least two participants.
  • The target must be physically present to enter the oath.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.