There seems to be a short cutscene as Ashen falters before they call out to someone. Their body glitches and warps as there is a short groan of pain before Blood start to bleed from Ashen's orifices, as their back bursts in wings of blood and fiery blooming flowers. Blood and ichor and fall from the gaps of their armor before burning away into a brilliant bright light; the flesh slowly burning away into wings engulfed in unburning flames and flowers.
Ashen's binds are slowly being broken.
This Effect activates whenever they take Severity 2 injury or more. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. Whenever you fail or botch a Trauma or Self-Control roll, you must activate this Effect.
You transform into a 7'10" tall, red-haired woman for 30 minutes. You have access to all of your Powers while you are a 7'10" tall, red-haired woman, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Blood start to bleed from Ashen's orifices, as their back bursts in wings of blood and fiery blooming flowers. Blood and ichor and fall from the gaps of their armor before burning away into a brilliant bright light; the flesh slowly burning away into wings engulfed in unburning flames and flowers.
The Vampire takes hold of a helpless victim's vitality from range, visible as a red string appearing taught in her hand leading back to her victim, and uses a sharp edge to cut it free it from them.
Blood and viscera whips across the air, compressing and forming into a small red crystal sphere in her hand which it crunches between its teeth to complete the transfer. Upon doing so, its wounds and scars vanish and its victim is left to bear them, most likely dying in the process.
Melody Waters was a beautiful young woman with brilliant white hair and warm hazel eyes. She was murdered in an alleyway, helpless to so much as scream, and from her death was made Lorelei.
Melody's fate was cut off unfairly by the vampire Vasquez's fangs in her neck. Her hopes and dreams meaning naught and her flesh only sustenance.
Exert your Mind and spend an Action. Select a Sapient target within 80 feet. This Effect cannot be used unless the target has blood in their body. You must actively and obviously use a bladed weapon to activate this Effect. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Your target may Resist to cancel the transfer.
You may choose one each of as many things as you like from the following to transfer from your target to yourself, or from yourself to them:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you tear blood and viscera from the victim's form to be consumed.
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
Through the care of Michael, scars can be healed anew, and cuts can be sealed, the threshold forever glued shut.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see The scars on the skin unweave and reweave themselves anew.
Terry may tap into his empathic understanding of others to communicate with any human, regardless of their language. His empathy protects him from malicious communications.
While activating this effect, Terry takes a deep breath, and teal, glowing sparks enter his mouth with the breath.
Exert your Mind and spend an Action.
You may understand and communicate to humans as if you are fluent in a relevant language for the next hour.
Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.
Monsa, the devoted priest, wields the power of renewal with unshakeable faith. In a brief moment of devotion, he reaches out, a Cross held high. A living soul, bearing the scars of their journey, is chosen, and with a touch, their wounds begin to mend. A Bright glow comes from the cross and beams onto the targets wounds, healing where it touches.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must actively and obviously use A Cross to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
As a Candyman, one must be like all candies. And in the world of candy, no sweet is tougher than a Jawbreaker. It lasts for hours. Bismarck has learned to carry the mindset of one, and now resists his pain just the same as a Jawbreaker lasts in the mouth for hours. His gob-- or rather, his self-- cannot be stopped (Ha!). An autopsy or similar investigation reveals that his pastry brain has chunks of jawbreaker strewn about in it; a sort of cake-candy mixture. His skin, too, has tiny pieces of red, blue, and yellow color that are typically seen in jawbreakers.
You gain the following benefits at all times.
Your Body and Mind Penalties are reduced to 0.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
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 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. The raised creature must consume flesh every day or it will die again.
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.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.