STAYING ALIVE EXPERIMENT-[001]: Ȋ̴̲͔̤́Ṁ̶̦͂̉Ṃ̴̢̢͂O̷̺̖͎̓͌Ȓ̸̢̹̼̔̿T̵͓͑͌͝Ã̸͈̌̑L̵̘̩͐̕ ̵̧̥̀̃͠W̸͍̯̬̓̿̎Ị̵̳̈́͜L̵̰͒͊͝ͅL̸̨̢̜̇͝

2
Requires Seasoned
(This Effect has no explicit visibility requirement.)

A genetic freak of nature and experimentation, Kyrie possesses a healing factor that allows her to regenerate from just about any injury possible. Even when a wound would be enough to kill her, her body is able to automatically heal itself and continue the fight.


You gain the following benefits at all times.

Any Injury you receive from a source other than acid heals quickly, reducing its Severity by one level every 10 minutes. 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.

As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.

All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.

Possession of this Power grants the following Battle Scar: PATCHWORK FLESH: Parts of your skin have been replaced by hideous strips of leathery flesh. All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar.

Possession of this Power grants the following Trauma at all times: VIOLENT URGES: You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.

Injuries you receive from acid are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

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Community Power Gifts

Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. At the end of your investigation, roll Intellect + Technology at Difficulty 6.

You learn all the following information about your target:

  • You learn the object's intended function and how to use it for its intended purpose, though not necessarily the ability to do so.
The quality and specificity of information gained depends on your Outcome.

  • You can target yourself if you qualify as a valid target by the other requirements.

-"I'll search every corner if I must"

You gain the following benefits at all times.

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Reveal Yourself To Me: If you succeed on a Mind resistance roll, you understand who was targeting you and what the intended effect was.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

Exert your Mind and spend an Action to activate. Select a Location no further than 60 feet from you and in your line of sight. You must actively and obviously use Magic Toy Wand to activate this Effect. The area within 45 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 45 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.

  • 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.

After a certain party, where she asked Gen-Wyld for better mods - and a willingness to pay, of course - she was denied. After ~~storming out~~ leaving the party, she was approached by another. He offered what she wanted.

Attending a ceremony of the Red Grail, she was offered a chance to drink from it. And she did.
She only remembers what else happened that night in her redmost dreams.

She awoke the next morning in her bed, her body aching. Her fur and bed both soaked with sweat and other fluids. Her muscles - her entire body - bulges and there's a soft feeling of electricity in all of it.

She just hopes the tremors in her paws go away. Cyclobenzaprine seems to help with that.

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).

Possession of this Power grants the following Trauma at all times: The Red Grail's Worship: You must roll self-control to not partake of any hedonistic vice offered.

You also gain the following effects:

  • Absorb: As you are receiving an Injury, you may Exert your Mind to reduce its incoming Severity by your rating in Extra Brawn. Applies after Indomitable.
  • 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.
  • Champion of the Caber Toss: You may lift an additional 2000 pounds per point of Brawn beyond 5, and you may throw items up to this weight to a distance of your throwing roll’s Outcome x10 feet.
  • 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.

  • 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.

You gain the following benefits at all times.

You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.

  • The target of "human" refers to any target that speaks a human language.

Stock Power Gifts

You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.

For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.

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

  • 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.

You gain the following benefits as long as engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

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.

  • 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.