Once, there was a man named Victor Green. He was a lonely man, isolated and withdrawn, and he preferred it this way. His one passion in life was the study of the occult, spending countless hours on research, mastering several languages just to find out more, eventually even betting his very life in a bid for yet more knowledge and with it, power. Unfortunately, he died, his soul parted from his body and cast down to the depths of the afterlife, until eventually, he found a way back. Reborn in a new body, Victors past life appears only in fragments, odd bits of knowledge that his new self, Neil, possesses without ever learning, promises unfulfilled that he simply must complete. But every day, as he rises from his slumber, Neil feels this voice in the back of his mind, whispering, saying, "I Remember".
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
An item near Henry seems to collapse in on itself, as if suddenly being made of loose, dry sand. Alternatively, it forms the same way.
A system of phased disassembly arrays inside of Fleet Officer Armitage's bones enable him to deconstruct, and reconstruct, nearby items, storing the molecular mass of them in 'another place'.
There's math that explains it, but it's always gone over his head.
Spend a Quick 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 any targets in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 7 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Animate targets may Resist being stashed. You must Exert your Mind to stash Sapient targets.
Possession of this Power grants the following Trauma at all times: Fit Form Function - Roll self-control to ever remove your uniform or to fall out of Stellar Navy apperance regulations.
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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).
This is a passive effect, but as a result of receiving this blessing, your skin is permanently a shade of blue like a clear summer sky.
Gaea provides for her Champion, if only they act as her stewards. This blessing enhances the physical barwn of its bearer and halts the effects of aging.
You gain the following benefits at all times.
You are permanently and visibly transformed: Body of Gaea's Champion. Skin is permanently a vivid shade of pale blue, like a clear sky.. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1.
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 may make a +2 Weapon Damage Fists of Stone. Punching attacks are enhanced. attack without additional equipment.
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.
Possession of this Power grants the following Battle Scar: Turns Teds skin a vivid shade of pale blue..
The clown simply stands there, dreary and depressing. The final boss then proceeds to curl up in a ball and decide to rethink his life choices.
This Effect activates whenever an entity within range commits itself to attacking you. It does not require an Action or Exertion. Select a Living or Animate target within 300 feet. “Your target should be intuitively based on the triggering event. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by depression. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Possession of this Power grants the following Battle Scar: That Guy - You've just got a punchable face. (You receive +1 Difficulty on all Social Rolls where being a depressing bitch would matter).
If any affected target takes or deals Damage, this Effect ends.
Wren has been working on her mind for a while now, improving her psychic powers bit by bit. This is her latest breakthrough - a sort of psychic wall that she can expand later to reach past her own mind if needed.
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:
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 Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
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 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. 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. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.