Inspired by the regeneration of the Hydra, beginning this procedure results in a variety of small inch long tendrils sprouting along one of Morgan’s hands. A successful Int-Animals check is enough to reveal that these typically belong to Hydra Oligactis, a Cnidarian known for its regenerative abilities.
Each sting of from it’s cnidocyte results in rapid tissue growth, speeding up the body’s regenerative abilities to extreme lengths. In the event of treating severed limbs, regrowth starts with the bone, moving onto muscle mass and tissue later. The process is relatively painless for the patient, those with sensory issues may find it slightly troubling though.
Once the procedure is finished, it only takes a few seconds for the remaining tendrils to break off and die.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Science 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.
I take a deep breath in and concentrate, I then close my eyes and miraculously I can understand this being word for word. What do you know I understand languages beyond my capabilities.
Exert your Mind and spend an Action.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
The servants rise, they move on their own, but they seem tormented beyond the milky white of their wet and lifelike eyes.
Exert your Mind and spend an Action. This Effect cannot be used unless Must have access to one puppet per minion summoned..
Summon up to 3 Non-Sapient, Animate Curséd puppet at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
It started with bodies in the water, her first day at work after falling down a rocky slope in a dream that left her bruised, missing jewelry, and smelling like a goat...
You gain the following benefits at all times.
Your senses are enhanced in the following way.
David's inner energy optimizes his fast twitch muscle fiber beyond human limits, allowing him to run at incredible speeds
David was running on a treadmill at his local gym, when suddenly he saw the vague form of a spiritual guide, one he recognized as the one who taught him how to summon his spiritual armor. Suddenly the treadmill began speeding up to speeds David didn't believe it could go, but instead of falling over, he regained his balance and began to run faster than he'd ever had before. David eventually got off the treadmill, gave his thanks to the spirt, and left the gym, ready to use his new gift.
You gain the following benefits at all times.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
Isaac’s body has become gaunt, pale, wasting away. Despite that, he has no need of mortal necessities, like food or rest. He will still eat and drink but only for the joy of sensations and flavours.
Isaac is now sustained by his own lively essence and the spiritual energies that linger around him.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
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:
The aquamancer dissolves into a flowing pool of semi-solid water. Anything they were carrying is left behind in a damp pile. While transformed, they may squeeze through tiny gaps, and are extremely resilient against most standard attacks.
Resolidifying is exhausting.
Exert your Mind and spend an Action.
You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.
You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
You have access to your Powers while transformed.
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.