Logan will begin the procedure by removing any ingrained objects within the wound. this will then lead into logan then using a complex nest of wires to pull the wound together. following that he will wrap the affected area with a wad of bandages. due to the lack of anesthesia this has some effect on the patient undergoing the treatment.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Your target must also Exert their Mind to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Technology 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.
Vita doesn't fully understand what Azazel is. She just knows that when people hurt her, he shows up. She doesn’t call him—he just comes. Every time someone lands a real hit, the air tears, the lights dim, and this giant thing—part man, part beast—crawls out of her shadow like it's been waiting down there, bored and hungry.
She usually just tilts her head, smiles a little, and signs “Uh-oh.”
Azazel doesn’t ask questions. He only understands one thing: if there’s fighting, he’s fighting. And if someone touches Vita? They go first.
As soon as Vita is wounded, a jagged rift rips through the space behind her. It smells like burnt copper and old incense. From it emerges a 6'2" figure: all twisted muscle, ritual scars, and a goat’s skull for a head, wreathed in shadow and bone dust. It doesn’t roar. It doesn’t speak. It just snaps to life and starts attacking everyone in combat range like it was summoned to punish.
Combatants feel it before they see it—like cold sweat dripping down their spine. Vita, meanwhile, just keeps skipping through the chaos, probably eating fruit snacks.
Azazel is a guardian spirit. Or maybe a curse. Vita doesn’t remember when he started following her—it was sometime after Bapha, sometime before she stopped having normal dreams. He never speaks. He doesn’t obey. He decides.
Some think Azazel is a punishment she unknowingly brought on herself. Others believe he’s a protective ward, a pact signed in blood and forgotten in sleep. Vita? She thinks he’s “kind of sweet.” He watches out for her.
And if that means he tears through a room the second someone throws a punch?
Well, that’s not her fault.
This Effect activates whenever Vita, Takes a severity 2 damage. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. 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.
Summon a single Non-Sapient, Animate goat, headed goliath at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM, do not follow orders, and only act to to fight all Combatives. You may have at most one active at a time.
You may end this Effect prematurely as a Free Action.
You may only use this Effect once per day.
Possessed by a jiaojing, Zong can weave subtle suggestions into others’ minds, bending their will with a whisper. But when others dismiss or ignore him, the spirit’s spite seeps through—demanding attention, retribution, and control.
Exert your Mind and spend at least one Action. Select a Human target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. 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 and a conditional request. 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. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
Possession of this Power grants the following Battle Scar: Bad back.
Possession of this Power grants the following Trauma at all times: Puppet of the Jiaojing.
Raising his gun, Krik turns his head away and yells "Dakka Dakka". Magically, the bullet heats up, it is sent barreling out of the barrel toward whoever is on the other side of the gun.
The gun is just a regular gun. Krick just happens to be really lucky. He doesn't know how to use it, hence why he can't do it with other guns.
You gain the following benefits as long as engaged in combat with Submachine Gun.
Your attacks with Submachine Gun deal +2 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
Grif's tongue is marked with a hint of silver, a sign of his ever-increasing skill with deceit.
You gain the following benefits as long as you have your tongue.
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).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Michael’s eyes ignite for a brief moment, like two balls of fire, before returning to normal. Where he stares, a flame is brought into being, manipulated, or extinguished.
The latest reincarnation, at least in part, of a phoenix, Michael has reawakened an inner fire.
Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, 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 shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet. Your target should be intuitively based on the triggering event.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
It's true the mad scientist is one of the greatest minds of our generation, that they can solve any puzzle or riddle. However, no one wants to spend time with them.
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: