You are able to store items within yourself. You can remove your lid and reach into your innards made from the compact bodies of several humans who wiggle and moan as they are trapped within.
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 Objects 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you remove your lid and reach into your innards made from the compact bodies of several humans who move and moan as he rummages inside himself.
His skin lightens quite a bit, with his eyes going slightly grey, similar to blindness. To touch, he feels ghastly cold.
You gain the following benefits at all times.
You are permanently and visibly transformed: Risk Revenant. You are considered to be a Sapient, Non-Living being when targeted. Your Perception is increased by 1 and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
Possession of this Power grants the following Trauma at all times: Compulsion to Check.
The cross on Anthony's forehead opens to become a third eye which gazes upon the guilty. Those who suffer its gaze witness the truth of their own abhorrences in the full wonder of the Lord, and are broken upon the wheel of their own iniquities.
The eye refuses to open if the target is not viable - the Lord's judgement may only be passed upon the guilty. To be subjected to the Eye's gaze is to experience the consequences of all of one's misdeeds from the perspective of all of the beings they have affected at once.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless Only works on those who have Sinned.. Roll Intellect + Investigation Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The eye of an Angel of Wrath opens on Anthony's forehead and smites the minds of the unworthy..
When people talk to Yeshu it feels like a warm embrace. His presence spreads kindness to the people around him.
“Man I think you don’t get it. Batman can beat right about anyone with enough prep time!”
“Dude just shut up and pass me the blunt.”
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Keiko went under to be changed into a Kitsune Protogen. She gained a protogen body, digigrade legs, lanky appearance, still extremely well endowed, 3 tails, fox ears, protogen visor face, soft eyes, protogen mouth and tongue, metal around the fore arms, calves, and thighs, synth steel across the body that is as tough as steel to weapon attacks but as soft as actual skin, and nano flesh everywhere else, and beautiful silvery white fur, darkened metal parts, and soft amber fox eye colored emoticons, and gentle appearance.
You gain the following benefits at all times.
You are permanently and visibly transformed: Protogen Kitsune. You are considered to be a Sapient, Non-Living Computer when targeted. Your Intellect is increased by 1.
Your body is adapted to Intelligence. You receive +3 dice on non-attack rolls related to Intelligence.
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You can squeeze through any cracks and passageways a cat would be able to.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by Emp is increased by 2.
Usando medicamentos (injetaveis ou não), o médico aplica/espalha o remédio em questão sobre o alvo/área.
Exert your Mind and spend 1 Action. Select a Living target within arm's reach. You must actively and obviously use Medical Suplies 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.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
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 Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat 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.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.