The Craftsman enters a state of focus, showing no emotion as sweat beads down their body. The Craftsman holographically creates an anvil or forge (depending on the size of the object) and starts tinkering with metal. Only the craftsman can hear the sounds of clashing and clanging.
Exert your Mind and spend 1 minute. You must actively and obviously use A metalworking tool (EX: Hammer, Pliers) to activate this Effect.
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 may create firearms.
Roll Brawn + Crafts to fabricate 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.
Possession of this Power grants the following Battle Scar: burn scars across the arms.
A cold blue-green glow pulses faintly within your bones, flickering like dying embers in the dark. When you move, the light shifts and flows through your joints like spectral fire, casting unnatural shadows. The air around you hums with an eerie presence—distant whispers coil at the edge of perception, restless and filled with sorrow. They are the voices of the lost, fragments of lives that ended long before yours began. Whether they seek to guide you or drag you down with them, you do not yet know.
You gain the following benefits at all times.
You are permanently and visibly transformed: Skeleton. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, your Perception is increased by 1, your Charisma is increased by 1, and your Intellect is increased by 1.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Battle Scar: Skeleton atair (Disfigured).
Possession of this Power grants the following Trauma at all times: The dream of the Dead (Nightmares).
The Severity of any Injury caused by Holy Magic or Holy forged Weapons is increased by 2.
Oliver may look like relatively normal guy but underneath lies tremendous strength. When in need he can draw upon this inner strength to push through challenges of brawn and endure heavy blows. When exerting his mind his relevant muscles and eyes glow a faint blow for the moment.
As with all incarnations of the Corpous, each possess epic strength and titanic fortitude, it is up to the individuals will to further enhance it.
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:
I take out a bishop and it turns into a into a orb of light by my will. Spreading the orb excessively over an battle scar heals it via holy energy.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up chess bishop 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.
Mark flexes his bony fingers, and turns his palms to face up. A short, red flame lights in one or both. He brings it close to the wound, and the heat cauterizes it, before the flesh regenerates.
I love a good prefix
Exert your Mind (unless you win a coin flip) and spend 1 minute. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you briefly burst into flame. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Perception + Medicine at Difficulty 8.
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.
Due to both of his lines, they combined together to give him site He’s blind
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Possession of this Power grants the following Battle Scar: disfigured.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
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:
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
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: