The mark of his ancestor's greatest mistake, their pride and arrogance against an absolute being... The traits of a Fallen One. That's what Donovan is—a fallen angel, just like the rest of his brethren.
This left him no longer desiring the need to be with others... that feeling growing and growing until he couldn't stand the sight of being with other people and getting to know others.
You gain the following benefits at all times.
You are permanently and visibly transformed: Black eyes and hair with burning wing tattoos along his arms. You are considered to be a Sapient, Non-Living being when targeted. Your Intellect is increased by 2.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by Divine Items or Flames and Intense heat is increased by 2.
Blood is often referred to as the liquid of Life. Well, in this case, it is... Sort of.
Utilizing the blood of a currently living creature, you may resurrect a corpse back to life, filling it with a horrid mockery of what it once was. By drawing a pentagram in blood beneath the corpse and either humming or verbally expressing an unholy prayer, the corpse begins to rise once again under your control...
Exert your Mind and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must use up Blood from a currently living creature in order to activate this Effect.
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.
Ta feo.
You gain the following benefits at all times.
You are permanently and visibly transformed: El cuerpo de una aberración aún "humana".. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1.
No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.
You no longer age naturally, and supernatural attempts to age you fail.
Your Injuries no longer degrade with time.
Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
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.
Marco can summon the ghost of the Red Baron. He comes in his iconic red double decker and drops a bomb at the area Marco chooses. After he dropped the bomb, he disappears.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Perception + Technology at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Ellis can withdraw a bonded bomb and cause it to detonate in a specific way, causing a violent detonation within a contained area.
Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. You must use up an explosive which has undergone the Ritual of Bomb Bonding in order to activate this Effect. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Technology at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 10 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is reduced to 1/4, rounded up against this damage.
With the recent moving to a friends own Asylum which is controlled by them, he has been given at least a personal item back. His dog tags to remind him of his own squadron and now fallen and passed away brethren, hell even his best friend dead by the point either by something else or old age. He decides to push on and keep living for him and as of his recent payment, he creates a literal shield of will and ghostly spirits of his fallen comrades who decide to come to protect him as best as they could from the undead. A wispy hand of mist comes out to grab a bullet out of the air and push it away as to what it appears to others.
You gain the following benefits at all times. You must actively and obviously be using Dog Tags to gain the benefits of this Effect.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
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:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
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.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Doc puts his hands on you and begins to mutter to himself in french. The effect is instant and horrible. You begin to remember all of the sins of your past, all the ways that you've wronged those who loved you. All of the terrible, evil things you've done on these contracts in order to survive. Doc seems to be in the grips of similar memories, tears running down his chin and dripping onto his hands that are pressed tightly against you. At the point where your mind feels like it's about to break, it's over. Just as quickly as it began. You feel your wounds begin to close.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine 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.