Both character and meta experience have honed Daisuke's instincts to the edge. With the line between his alter and himself constantly blurring life feels like a show, the potential for a dramatic villain entrance, or a high budget explosion. Anxiety fuels him and keeps him going with a degree of pseudo precognition, consequently however every incident feels like a failure on his part, failure at preventing it and/or not predicting it.
As an older/edgier variant, a common theme in Kamen Rider is the tragedy of their situation and how they often fail at protecting their friends and families. They're shouldered with a burden that eats away at them and makes them question themselves, their power and their cause.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Jane focuses on mimicking the specific properties of a subject, such as the hardened material of metal or the speed of a car, as her skin ripples and changes to accommodate the power she’s looking for. The only limit of what she can mimic is her imagination. That, and what she’s touched. These ripples leave scars on her body, intermingling with the ones she already has from her nightly activities.
Exert your Mind and spend 30 minutes. You may only target yourself. 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.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Battle Scar: Disfigured: Scarred skin.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Sometimes, when in favor of the road lady, she will give you a favor in your time of need, offering a literal hand.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location within 50 feet. This Effect cannot be used unless must verbally pray to the Road Spirits.. You must be in an area abundant with roads. Make a Trauma roll when you activate this Effect.
Select one of the following alterations to create out of pavement originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Danny uses a combination of her naturally good looks, charm, and a bit of mental effort to convince someone to do as she says. The other person feels supernaturally compelled to do as Danny says, although their reasoning for why is all their own.
Exert your Mind and spend at least one Action. Select a Sapient 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 minutes. 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. 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.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action. This interrupts Concentration.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
N/A
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. 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.
If you do die, as long as a piece the size of a finger remains, you may fully regrow back to life from it. This takes a full month and you must be in a habitable environment.
You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. Does not affect Injuries suffered as an activation cost for Effects.
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.
Between six and seven feet tall, its body a blend of raw reptilian power and primal intelligence. Thick, scaled limbs support a forward-leaning frame. Its skin is mottled grey, olive, and dark rust, colours that blend seamlessly into rocky or jungle terrain, with large, rugged scales that form natural plating along the shoulders, spine, and tail. The head is long and angular, with a wide jawline packed with serrated teeth and a flickering black tongue that tastes the air. Its eyes, golden and slit-pupiled, radiate a slow, calculating awareness. Long, clawed fingers suggest both tool use and combat capability, while a thick, muscular tail balances its gait.
Between six and seven feet tall, its body a blend of raw reptilian power and primal intelligence. Thick, scaled limbs support a forward-leaning frame. Its skin is mottled grey, olive, and dark rust, colours that blend seamlessly into rocky or jungle terrain, with large, rugged scales that form natural plating along the shoulders, spine, and tail. The head is long and angular, with a wide jawline packed with serrated teeth and a flickering black tongue that tastes the air. Its eyes, golden and slit-pupiled, radiate a slow, calculating awareness. Long, clawed fingers suggest both tool use and combat capability, while a thick, muscular tail balances its gait.
Internally, its biology is built for endurance and sudden bursts of violence. A dual-lung system allows for high-efficiency oxygen exchange, enabling it to remain still for hours before erupting into explosive movement. Its heart, larger and more muscular than a human’s, beats slowly but forcefully, circulating a dense, copper-rich blood that resists infection and carries oxygen through its heavy musculature. Beneath its jaw and along the lower jawline lie venom glands that secrete a coagulant, inhibiting toxin, not injected, but smeared into wounds as its teeth rip and tear, causing slow, unstoppable bleeding. Its stomach is a high-acidity organ, capable of dissolving bone and carrion alike, while a second, smaller “crop” pouch stores food for slow digestion during lean periods.
You gain the following benefits at all times.
You are permanently and visibly transformed: High Reptilian. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, and your Charisma is increased by 1.
You may make a +2 Weapon Damage Melee Claws attack without additional equipment.
Possession of this Power grants the following Battle Scar: Reptilian.
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.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Severity of any Injury caused by Cold is increased by 2.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie 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.
You may only use this Effect once per day.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
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 Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The doctor is a master at surgical transplantation. As long as they have a donor part, they can replace any permanent, lingering battle scars on their patient. Of course, the transplanted part doesn't always match, and the patient must be careful to follow the doctor's aftercare orders, or the replacement will be rejected.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up a donor body part matching the injured area in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Healing a Battle Scar in this way leaves behind a mismatched replacement on the target which cannot be healed.