A blue glow emanates from the orb, as glyphs form around the hands of its caster.
7/26/2024: Using the dead space on this trading card to etch personal writings I may not write elsewhere. Mimi and Mari took me out to the petting zoo today. I had a lot of fun, surprisingly. I think I've developed empathy, of all things. Towards animals, of course. They're so serene in their simplicity. Also, we had a talk about my distrust of electronics. I think I'm slowly coming around to them now.
You gain the following benefits as long as you have your yellow Sith eyes.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
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:
After all her painstaking study and EMT experience, Lily knows the human body inside and out, from all the ways to heal somebody and all the ways to harm them. She's able to cause just the right amount of harm to get someone out of the way, but not enough to seriously put their life in danger.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Arthur Annuler is capable of projecting his voice through the Gap between Realities, letting him speak to people at great distances.
Exert your Mind and spend an Action to activate. Select a target within 10 miles of 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.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
Nikki shreds into a series of chuggy power chords that climb into fast thrash metal. The sonic waves emanating from his guitar become visible, launching towards the target like a nuclear shockwave
Exert your Mind and spend three Actions performing the following ritual: playing guitar. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Dexterity + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 8. Armor is reduced to 1/4, rounded down against this damage.
If the target receives an Injury, they are knocked back 5 * Severity feet.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
A bright light can be seen on the caster and the target that lumminates the spot of the injury on both if bodily.
Story behind the ability
Jason was on his way back from the clinic late at night when he witness a mugging in process he paniced and even tho he managed to intimidate the assailant with stating that he has called the cops and he will be apprehended the victim of the mugging was severely wounded.
When he kneeled to try to provide first aid to the guy , he saw that he had more than 6 stabs and would be dificault for him to survive until the ambulence came in time.
Being the kind person that he is he apologised for not being able to help even tho he was a doctor and as he was curcing himself and praying to god to help this man survive , while clutching his Caduceus necklace he felt a mysterious warm light engulfing him.
His mind somehow understood that this feeling he had felt could help the guy bleeding out on the floor next to him and as he touched the fainted guy the moment he checked again his injury and touched him he felt an intense pain on his own body instead his hand rupture with the same injury but the infury on the man disapeared.
With out second though and driven by addrenaline he tried to use this power to take just enough injurys to save the mans life and in the end he himself collapsed.
The ambulenced took them both in the hospital and the mans life was saved.
This event happened roughtly 1 week before his leave of absent where he was dismissed for 3 months to recover his health and to recover due to overwork.
Exert your Mind and spend an Action to activate. Select a Sapient target within arm's reach. You must actively and obviously use Doctors symbol made of gold(Caduceus) to activate this Effect. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
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.
Charisma + Influence difficulty 7
Mind diff 6 to resist
Due to their ability to grant orders to mortals on behalf of the heavenly host, Chamael has the ability to issue simple commandments. When used outside of alternate form, a image of his alternate form shimmers over his body, wings outstretched, like a ghost-
A glimpse at his true self.
The affected target will act religiously fanatical towards chamael, bathed in a white glowing flame (harmless, euphoric, makes them feel I HAVE BEEN CHOSEN! THE NEW GOD PICKED ME feeling with hysterical glee)
Exert your Mind (unless Alternate Form is Active) and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Alertness at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
You must have some means of communicating this command to your targets, but no one other than you and them will understand or perceive it.
The Vampire has grown wicked fangs in place of their canines, allowing them to thoroughly drain a person of blood should they get ahold of one.
You gain the following benefits as long as you are biting and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1). The target's Armor is fully effective against this Damage.
You also gain the following effects:
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind (unless you win a coin flip) and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The werewolf unleashes their inner beast, transforming into an imposing hybrid of human and wolf. Their head reforms into that of a wolf, robbing them of speech but bestowing a maw of deadly fangs. Grey fur sprouts from their body as it swells with muscle, ripping any tight-fitting clothes. While transformed, the werewolf is impulsive and driven more by instinct than logic.
If The Werewolf is struck my moonlight, they are compelled to transform.
Exert your Mind and spend a Quick Action.
You transform into a werewolf for 3 minutes. You have access to all of your Powers while you are a werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1 and your Dexterity is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
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.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Whenever you are struck by the light of a full or gibbous moon, you must roll Self-Control to resist transforming. Triggers a max of once per night.
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.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is that you keep peeking at the target. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.