Through years of training, Dovah is able to focus on the task at hand, regardless of Pain, Stress, or hardships.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
David walks between the tombstones, and as he does, the air gets darker, heavier. He walks in a realm of sand and bone as the sights of the modern world fade away, only graves and the souls of the dead wandering the sands. Following a voice only he can hear (‘find me’), David seeks out one particular tomb among the sprawling sands. When he finds it, he enters inside, and depending on how the voice he can hear reacts, appears either above or below the tomb, either unharmed or buried alive. This was how it worked before David learned the terrain. Having wandered through the realms of death for some time now, David has started to learn which tombs to avoid, and when the voice is calling him into cursed ground. He no longer is misread by its occasional attempts to lead him astray.
To outside observers, this effect appears as a sand crusted bony limb reaching out of the grave or tomb to pull David within it in a whirling rush of sand. At the other targeted grave (or other targeted point if not using Spirit Paths), if all goes well, Vance appears rising from the grave, covered in a light dusting of sand and bone dust.
As David walks a Realm of the Dead, their voices cry out to him. “Find us.” “Find us.” “Gorgonsire, find us”. On the whisper of the wind he can almost hear a Medusa’s dying words, locked in time and sand and wreathed in bone as its head topples from its shoulders.
“Find me”
And yet for now, the echoed voice goes unanswered.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait 1 full Round before activating this Effect again.
If you traverse any Grave/Tomb for one minute, you may activate this Effect and travel to the edge of any other Grave/Tomb that you’re aware of, regardless of range.
David can summon ethereal armor around himself by channeling his otherworldly heroic power.
David's innate mystical purpose is now clearer to him, as a strange entity in the form of a ethereal knight appeared and enlightening David to his origin. He was created by a mysterious entity in order to help the mortal world against evils unseen by the normal populace. Along with this info, the entity explained to David how to manifest a his innate ethereal powers of righteousness in order to make armor around himself.
Exert your Mind and spend an Action. Roll Brawn + Melee at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
Very small root-like tendrils burrow into the target, not all that different from the original Chinhana, though fractured off a whole rather than from the original seed.
Once inside the target, they burrow through the flesh until they reach the brain where they begin growing and replacing it.
Exert your Mind and spend an Action. Select a Dead target within arm's reach that has died within the last month. This Effect cannot be used unless Targets brain must be mostly intact.
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 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 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.
This Effect is not obvious, and the only sign you are using an Effect is She touches the body, and microscopic tendrils crawl out of her skin into the targets flesh. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
He was blessed with speed that Exceed that of normal human
You gain the following benefits as long as you have your His red eye.
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).
Possession of this Power grants the following Trauma at all times: Hate of Love Craft monster.
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the damage is from a character the GM hasn’t named.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. 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 + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
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.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, 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.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + 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 2. The target's Armor is completely ignored.
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."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.