Spiritual Slumber Sleep of the Dead

2
Requires Seasoned
1 Reward assigned
You possess reduced biological needs.
Used by Juan Pablo Alejandro del Carmen Castillo, Created by omegaman.
(This Effect has no explicit visibility requirement.)

This causes pale skin on a permanent basis and when used to adapt to an environment causes a glow around his body as he is channeling the spiritual power as a shield around his body, protecting it from harm.

This is like a spiritual forcefield. JP is channeling their energy as a cover.


You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, and air. You no longer age naturally, and supernatural attempts to age you fail.

You may Exert your Mind to adapt to your current environment for three hours. While adapted, you do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.

You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.


Community Power Gifts

You gain the following benefits at all times.

Your Brawn rating is increased by 1. 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).

Possession of this Power grants the following Trauma at all times: Uncontrollable Anger.

You also gain the following effects:

  • Beast of Burden: You may now carry up to your lifting and hauling capacity without suffering an encumbrance penalty or needing to Concentrate. You do not tire from extended physical activity.
  • Indomitable: You cannot suffer an Injury with Severity greater than 6.
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded and protects against falling Damage.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

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

It's hard to know what is a thought from the Vord, Spark, or The Flame and what is a sound happening outside their head, now.

You gain the following benefits at all times.

You are permanently and visibly transformed: a Cyborg. You are considered to be a Sapient, Living being when targeted. Your Dexterity 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 body provides you with the functionality of welding/soldering and engineering kit. If used to attack, these "tools" use the same stats as a small knife.

Possession of this Power grants the following Battle Scar: Conflicting Priorities (Tinnitus).

The Severity of any Injury caused by Electricity is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You are permanently and visibly transformed: Golem Man. 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 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.

The Severity of any Injury caused by Pickaxes, Sledgehammers, Jackhammers is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Spend an Action. Select a Living target within 45 feet. You must use up a Taoist talisman in order to activate this Effect. Roll Intellect + Occult at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.

If you succeed, either modify an existing Battle Scar on the target or inflict a new one. You determine the new Battle Scar, limited by the contested Outcome:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.

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

Your alteration "heals" over the course of the next month, after which it is fully cured.

  • They take on the stats of the chosen species, ala the Creature Transformation Effect. If these Battle Scars are cured, they are returned to their original species over the course of the next 24 hours. Upon full polymorph, the two Battle Scars combine into one.
  • When modifying an existing Battle Scar, you may increase or decrease its severity, depending on your Outcome.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • 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 and spend eight hours. Select a Living target within arm's reach. 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:

  • Specialized: You receive +2 dice to a particular non-combat Action.
  • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
  • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
  • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
  • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Zippy: Your Free Movement is increased by 10 feet.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

By transplanting a body part from another creature, you can grant a Powers intrinsic to that body part to the subject.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The screaming soul of the creature is injected into you and your flesh bulges and distends until settling down as it tries to fight it's way out of your body.

  • The systems for any Powers or Effects granted by splicing from other creatures are subject to Playgroup Leader approval and may be adjusted from their NPC counterparts.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may not augment targets with pouches or implanted devices that are larger than they are.
  • Targets without Body ratings may have a maximum of 4 augmentations.
  • 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.

Stock Power Gifts

Exert your Mind and spend an Action.

Your senses are enhanced in the following way. Lasts for three hours.

  • Thermal: You are able to "see" heat signatures within your line of sight.
  • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

You gain the following benefits as long as you are submerged in water.

You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.

You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.

  • In lieu of sleeping, once per day you may spend one hour meditating to recover a Mind Damage.

Exert your Mind and spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.

If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.

Every hack you make leaves behind a flickering image of a ghost in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.

  • You cannot hack things outside of your range over remote connections such as the internet. The system you are affecting must be physically within range.
  • 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.

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:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.

You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics 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.

  • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
  • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
  • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
  • You must be on a surface of some kind in order to activate this Effect; it cannot be activated while in mid-air.
  • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.