Mrs. Ross uses the Voice to call forth the aggressive spirits of Limbo. She takes little pleasure in using this ability, especially as is usually causes her nightmares to become even more vivid for a number of days.
The spirits manifest around the items that are being controlled by the her telekinesis, picking them up and guiding the projectiles to strike true. The harrowing shadows of the spirits are viewed easily in the corners of the eyes, in darkened rooms, or underneath the pale moonlight.
You gain the following benefits as long as you are using Appease the Dead and you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
Gen-Wyld augmentation goes further and further. Emily has some state of the art augmentation integrated into her back, and, with a will, can, at an impressive speed (in absolute terms, Emily still thinks it's very slow) grow massive wings. These wings are almost entirely muscle and impressively flexible, and impressively strong.
You gain the following benefits as long as you spend a 2-round process to form your wings, or to deform them.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your wings. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your wings via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
Henry's uniform is made of a nearly unbreakable material, and syncs to the implants in his head.
The onboard AI, Lith, is capable of autolocomotion in an emergency, as well as transmitting her location to Henry at all times. Now that the proper connection is reconnected, Henry is unwilling to lose it.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
Non-Believers cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
You have been chosen by the Spirit of the first road, and have been blessed with powers that normal people simply don't understand. You have now become a better conduit for those powers.
You gain the following benefits at all times.
You are permanently and visibly transformed: Route Witch. You are considered to be a Sapient, Living being when targeted..
Your body is adapted to Drive and Mechanics. You receive +3 dice on non-attack rolls related to Drive and Mechanics.
Danturea is a very responsive gal, strangely light too, capable of popping into action as fast as possible, her eyes displaying a glimmering glow when she does things in an agile or dexterous manner.
You gain the following benefits as long as you have your Glowing blue eyes.
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 Battle Scar: Disfigured and Missing finger.
Possession of this Power grants the following Trauma at all times: Ultimate Bravery.
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:
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. 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.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The mutant has left humanity behind. They're are muted to the core, with glowing blue blood and a hunched posture that makes them more suited for running on all fours than using equipment and vehicles.
You gain the following benefits at all times.
You are permanently and visibly transformed: you have blue, bioluminescent blood and a hunched posture adapted to running on all fours. You are considered to be a Sapient, Living Creature when targeted. Your Dexterity is increased by 1.
Your body is adapted to sprinting. You receive +3 dice on non-attack rolls related to sprinting.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
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.
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:
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.