Awakened through her brush with the near loss of another's life by her hands, an ability from her early past returns. Tabatha has moved one step closer to being at her peak.
Her body feels jittery and in pain due to the euphoric feeling of this therapeutic effect within her that makes her more twitchy than others, the pain is from the constant destruction and restoration of her cells and neurons
You gain the following benefits at all times.
Any Injury you receive from a source other than Divine items 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: JITTERY HANDS: Your body is always excited, and your extremities display this, particularly your hands shake quite a bit. -1 dice to any actions that requires manual dexterity.
Possession of this Power grants the following Trauma at all times: Spirit of the Hunter: You finish what you start; and you don't back down--you've got forever afterall. (make a Self Control roll to "back down" or otherwise quit on a lead, angle, or encounter--your temper has not at all improved over the centuries and it likely never will)..
Injuries you receive from Divine items are increased in Severity by 1.
Sweeney airdrops a tonne of ads in your general UI.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma + Performance Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
People don't get wiser when they grow up, just more cynical. They stop putting all of themselves into everything they do because they become afraid of failing, of letting themselves get hurt.
The mere sight of a Princess reminds them, deep in their heart, the dreams they had when they were young. And to hold onto them.
This Effect activates whenever a Living target looks at the Princess for at least two rounds. It does not require an Action or Exertion. Select a Living target within 300 feet. Your target should be intuitively based on the triggering event. This Effect cannot be used unless you are in alternate form. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by hope. They will not necessarily display their emotions in an obvious 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.
This Effect is not obvious, and the only sign you are using an Effect is wind blowing though your hair a little. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Trauma at all times: Pushing back the Darkness: If you see a civilian in danger, you must roll self-control to not immedately go to their aid.
The supernatural forces that keep Ichabod's spirit going reject mortal sicknesses. You also know if any plague enters your rotting body.
You gain the following benefits at all times.
You get +0 dice to any Body resistance rolls you make. You also gain the following effects:
Mary's time as a slave, and now among things far more dangerous, has sharpened her empathy for peoples emotions far beyond that of a normal human.
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:
Gungnir flits across Eddie's body, it's impossible edge tearing her skin in a thin line. The wound billows, blood like smoke, and in an instant consumes her: with a flash of Hell seen at the back of the eyes, Eddie is replaced with the form of the demon prince Baphomet, a creature of opposites combined: Human and beast, male and female, civility and monstrosity.
She usually wears this skin for the monstrosity bit more than the civility one.
Increase your sacrificial Injury's Severity by 1 and spend a Quick Action. You must actively and obviously use Gungnir to activate this Effect.
You transform into the demonic aspect of balance, Baphomet for 30 minutes. You have access to all of your Powers while you are the demonic aspect of balance, Baphomet, 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 Stress is reduced by 2.
Your body is adapted to climbing. You receive +3 dice on non-attack rolls related to climbing.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see take on the aspect of a demon with burning eyes and a pentagram which bleeds burning blood on its forehead.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.
The mobster knows a guy they can call for a hired goon, who arrives about a minute later. The goons are dumb as bricks, but tough nonetheless, perfect for sending a message when you need to keep your hands clean.
Exert your Mind and spend an Action. You must actively and obviously use cell phone to activate this Effect.
Summon a single Sapient goon at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
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 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:
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.