The Yata Mirror was an ethereal fiery shield with a huge samurai aspect and burn effect. By doing so, it can be used to negate any attack, whether it be spiritual or physical, plus deal burn damage to anyone who gets close to him.
Exert your Mind and spend an Action or Reaction. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameterโs bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see an abhorrent spirit.
Man starts spitting an insult, which just roasts the target, and hopefully catching it on fire.
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use Mic to activate this Effect.
You may start a new fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the targetโs Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
In the span of a minute, Bryan carefully traces the outline of whatever object he's creating using either a drawing utensil or his fingers. If the quality of his tracing is sufficient enough, he can then pull the object out of its outline and manifest it into the real world.
Exert your Mind and spend 1 minute.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
You may produce paper with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.
Possession of this Power grants the following Battle Scar: Synthetic Joints: Your ability to create from nothingness spawns from your partially synthetic frame. Whenever your left shoulder takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.
you unlock the dorment ghoul blood sitting in your body
You gain the following benefits at all times. You must actively and obviously be using Silver tight fitting ring to gain the benefits of this Effect.
You are permanently and visibly transformed: True Ghoul. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and your Perception is increased by 1.
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
While in Toxic gases, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Possession of this Power grants the following Battle Scar: Pale white heat less skin and glowing red eyes.
Whenever you enter Combat, roll Mind, Difficulty 7. If you fail, you cannot choose which targets to attack.
Possession of this Power grants the following Trauma at all times: I crave human blood and must drink it every fie days or my brawn goes down one until i drink blood.
The Severity of any Injury caused by Holy water dipped swords is increased by 2.
As it is known, amongst frat brows are the exeptionally average frat bro whose severe frat bro frattiness causes their enfratted muscles to become bonded like true bros and thus becoming more compact. In the end increasing strength and defence through sheer frat bro induced muscle density.
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).
You also gain the following effects:
ZedMan gives someone an emotional peptalk, in which they blame certain problems, either current or past, to be the cause of the injury. This emotional speech is what sets the powerful from the meek, the woke from the sleep, and the wolves from the sheep. Should they listen, Zedman asks them to share the message: that it's Capitalism's fault, and the only true way is to not follow the rules set by those whom do not care for you.
Exert your Mind and spend 15 minutes. Select a Living or Dead target within arm's reach. You must actively and obviously use Mic to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Performance at Difficulty 5.
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. Your patient is required to Hypeman, Never start a conversation without a compliment, no matter the situation. for the next month. If they violate this rule, your treatment is immediately reversed.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Possession of this Power grants the following Trauma at all times: Screw the Rules: If ZedMan is given an order that restricts their freedom of choice and speech, they have to roll a self-control roll in order to listen.
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.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
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.
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: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts 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. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host bodyโs same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host bodyโs Body rating, but your own Mind rating. Any rolls you make use the host bodyโs Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the targetโs mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the targetโs biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Most severe injuries occur far from a facility that could treat them, and in the fetid muck of the battlefield even minor wounds may be a death sentence. Luckily the soldier is well-trained in the use of their standard-issue medical kit. They may stabilize even the most severe injuries with a little gauze and some no-anesthetic stitching. Furthermore, the treated wounds of their comrades never get infected.
You gain the following benefits at all times. You must actively and obviously be using a standard issue military medical kit to gain the benefits of this Effect.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects: