The dagger plunges into the chest of the squirming man. His final cries degrade into bubbling coughs as blood fills his lungs. Ancient words fill the air as the chant reaches its crescendo. The remains of the man fold in on themselves, rearranging into the winged forerunners of The Ones that Came Before. The army grows.
Exert your Mind and spend two Actions performing the following ritual: Chanting to the Ones that Came Before. This Effect cannot be used unless A human is sacrificed. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you create an uncontrollable monstrosity that seeks only to feast. You must actively and obviously use Sacrificial Dagger to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Summon a single Eldritch Servant at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
You may only use this Effect once per day.
He drops to a knee and pricks you on the shoulder. Ouch!Then he pulls out a Bottle of Sake, drinks a little then he lets that drop of blood settle in the floor and then poof! Whatever ailment or curse that was inside you is suddenly gone!
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Your target takes a Severity 1 Injury. You must actively and obviously use Bottle of Sake 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.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
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.
Fred manages to travers in unnatural ways by mimicking animals. Looks weird but what works works.
He manifests the spirit of the animal, he almost seemingly becomes one with the animal. He puts his hands on the ground and starts crawling backwards with his head thrown back resembling a spider.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
With the Whispering Hate speaking into his ear, Frank can communicate with intelligences normally outside the realm of comprehension.
You gain the following benefits at all times. You must actively and obviously be using The Whispering Hate to gain the benefits of this Effect.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
Possession of this Power grants the following Battle Scar: Wheezing.
As a true Garou, Jimmy has begun to harness his abilities to hear and smell what is around him. He takes a moment and concentrate as he can now smell and hear his prey.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
The contractor's skin is thick and rough to the touch.
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).
Possession of this Power grants the following Battle Scar: Disfigured.
You also gain the following effects:
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + 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. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
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:
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 attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
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.