Lau extends a hand, and a biting serpent made of shadow covers the target limb, before it is painfully consumed and vanishes into the void.
Lau, having made more of a name for himself, can now make sacrifices to his god.
In addition to Faith, you now have an additional resource in the form of Apep's Favour. You gain points of Apep's Favour through this ability dependant on the Severity of the Battle Scar caused. Minor is 1, Major is 2, Severe is 3, Extreme is 4 and Deadly is 6.
Spend an Action. Select a Living or Animate target within 45 feet. This Effect cannot be used unless you are in darkness. If you are in dim light, the Battle Scar is reduced in effectiveness by one step. In daylight, it is reduced by two (Severe to Major, Major or Minor to none). Roll Perception + Occult at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
You may affect up to 3 targets within range.
All alterations you make must remove body parts.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Ulysses’s legs have become extra muscular, preparing for the day his wings will one day emerge. Tensing his body, he can leap high into the air
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Jenn taps into her training as a knife-thrower for a performance she did a long time ago, and the thing inside her runs with the idea.
You gain the following benefits as long as you are engaged in combat with throwing knives.
+2 dice to all rolls utilizing throwing knives.
You also gain the following effects:
The Assimilator appears even more alien than when they first arrived on this planet, their body no longer resembling a normal centipede, and now being seen as much more.
The Assimilator appears even more alien than when they first arrived on this planet, their body no longer resembling a normal centipede, and now being seen as much more.
The Assimilator counts as an Alien Creature, meaning targets affecting Creatures must be able to target Alien Creatures as well.
You gain the following benefits at all times.
You are permanently and visibly transformed: a freakishly large, black alien centipede. You are considered to be a Sapient, Living Creature when targeted. Your Charisma is increased by 2 and your Intellect is increased by 2.
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Acid Spit attack without additional equipment.
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 speak any coherent verbal language and must resort to other means of communication.
You are incapable of fine object manipulation and can only hold or grasp things in a crude, clumsy way.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
The Severity of any Injury caused by Poison is increased by 2.
Your ribcage and head bisect, revealing endless rows of teeth before stretching unnaturally and devouring your target in a single bite.
Exert your Mind and spend an 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 any targets in your stash, each no larger than something which could fit inside an SUV (4,000 liters), and you may store up to 3 things at a time.
Animate targets may Resist being stashed. You must Exert your Mind to stash Sapient targets.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your ribcage and head open like a demonic mouth before devouring the target.
Possession of this Power grants the following Trauma at all times: Nightmares.
River's skin hardens into chitinous plates that protect him from harm. The plates are most obvious on his back, shoulders, and legs. The rest of his skin looks normal but is much tougher.
In beast mode, this may manifest in more dramatic ways. Growing armored plates, scales, etc.
Exert your Mind and spend an Action. Roll Brawn + Athletics at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
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.
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.
The Necromancer stands over a corpse and makes a series of grandiose lifting gestures. The corpse rises from the ground as though suspended by invisible strings, barks a pained groan, and lands on its feet, now a full-fledged member of the living dead.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must use up corpse in order to activate this Effect.
Summon up to 3 Non-Sapient, Animate zombie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The mobster's been through tougher scrapes than this. A few cuts and bruises won't stop them.
You gain the following benefits at all times.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.