Take a deep breath and let the pain flow into you. Thorns bite into your brow as a reminder of the pain you couldn't take away and tears of blood drip down your face.Take on the burdens of others to save them from suffering.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll perception + occult at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see tears of blood drip down your face, vines with thorns burrow across your brow.
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
You are already dead.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Lazarus' innards are made completely of a black tar-like liquid. Even though this is his true form, he likes to keep up appearances and make his innards look like normal human innards. He seems to struggle with this facade the moment the liquid goes more than a foot from him.
You gain the following benefits at all times.
You are permanently and visibly transformed: Unless rolled against, your internals are made of tar. You are considered to be a Sapient, Non-Living being when targeted. Your Dexterity is increased by 1.
Your body is adapted to Perceiving and Interacting with magic bullshit. You receive +3 dice on non-attack rolls related to Perceiving and Interacting with magic bullshit.
No single organ in your body is critical for life. If any of your body parts are separated from your body, you may take Actions with the severed part for three hours. You may reattach severed body parts by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Battle Scar: Gash on base of neck.
The Severity of any Injury caused by Extreme Heat is increased by 2.
Odar suddenly gets a pounding headache, and glimpses a vision of the cryptid that triggered their sense. They then have the urge to find and eliminate this cryptid before it kills again.
This Effect activates whenever a cryptid kills any living thing. It does not require an Action or Exertion. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.
You automatically detect the closest of any cryptids within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense their direction, but you are not aware of their exact location.]]
Even if there are no cryptids within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
All cryptids who you can sense are equally able to sense you.
All Umbra needs is a moment of weakness to pounce. To enjoy even a morsel of freedom from her cage within Luci's Gallery. A violent torrent of blackness swells up from Luci's shadow in the form of loose and flaky blobs. Luci's signature red hair will darken to a deep black, the faded crosshair tattoo becomes as pronounced as if she'd just received it, her skin will pale as if she were dead, all of her nails become black, and her shadow becomes thick and murky- even seeming to emit small specks of ash-like matter that dissolves within moments.
This Effect activates whenever Luci takes a Severity 5 Injury or Greater or Is incapacitated in any way i.e. through a sleep ability. It does not require an Action or Exertion. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into Umbra for 30 minutes. You have access to all of your Powers while you are Umbra, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Umbra's manifestation. It happens in an explosion of ethereal shadow that tornados around Luci in a violent cascade. The being possessing Luci with an inconceviable capacity for destruction and death. A mere glance is all any observer needs to understand, just from the aura alone, that Umbra is not of this world and that they are not here to make friends. She is as unhinged as she is unsettling to behold...
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
Jimmy flexes his fur and grows into a slobbering beast all he time he is better protected by his tough hide.
You gain the following benefits as long as alternative form.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, 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 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind (unless you win a coin flip) 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.
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 seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
The Ninja's incredible dedication to their discipline grants them supernatural dexterity and agility.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).