To the front, back to the station, for weeks, sometimes months, getting in to combat escaping just by a glimpse, which changed not only his mind but also his body
You gain the following benefits at all times.
Any Injury you receive from a source other than Poisoned Steel Blade heals quickly, reducing its Severity by one level every 6 hours. 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Trauma at all times: "Fear of Weakness".
Injuries you receive from Poisoned Steel Blade are increased in Severity by 1.
During any sort of medical care or surgery, a very minor aura is exerted on the effected area. It prevents any outside influence on the targeted area aside from the actions of the surgeon. This preservation continues after the surgery on separated parts until it is 'used' in some way.
Bev Good can never become fully 'human' again. This was not her choice. Sometimes, change must happen. She wishes though, that she could have preserved what once was. That if nothing else -- the option was on the table. That aside, preservation is important for further study of the human body. Not needing to worry about protections allows for much more in-depth analysis of "living" material.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Grace focuses her energy towards pulling someone into that pathway. If successful, the target’s vision will flutter in and out between their real-world view and being flat on their back, laid out on a table surrounded by cakes and tea sets in a desaturated forest clearing. The Dead Kid Tea Party stares down at them with hollow, prying eyes: Grace, Obedience, Sally, Horatio, and Hope staring into the grey area between your body and your consciousness, and reading.
The pathway to Grace’s mind for other souls is wide open. In the past, visitors have been relatively invited, but as Grace becomes willing to do more… what's keeping her from yanking someone in through the door?
Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet You must maintain Concentration while the effect is active. Roll Intellect + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
Devonia will take a piece of themselves, and graft it onto the parts of the affected targets scars, regrowing new conjoined flesh to fix the body, but leaving signs of the Primordial Crucible where scars used to lie...
Exert your Mind and spend an hour. Select a Living target within arm's reach. Select up to four Battle Scars on your target to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Healing a Battle Scar in this way leaves behind Aspects of the Crucible on the affected areas(feathers, horns, and patches of horns) on the target which cannot be healed.
A piece of Lapis Lazuli inside third eye. Golden specks (pyrite) shimmers in the deep blue rock (lazurite).
Stone of Wisdom and Intellect. Opens third eye, place of intuition, knowledge and psionic abilities.
You gain the following benefits as long as you have your piece of Lapis Lazuli inside your brain's frontal lobe.
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:
Luciole has plenty of experience being around a mob of people who could reach out towards her at any time. For better or worse her first instinct is to shrink away - it's a slight to those who try, but she's better safe than sorry. Such is the life of one who walks on thin ice trying not to hurt the Order's pride...
She'd much rather not be seen at all, but this will have to do.
On touch:
I hug my plushies all the time. That's enough! If it was anyone else, I wouldn't know what to do. Holding hands is already a very big thing - are they going to come after me for that? Touch between people is a very intimate thing - it's just not right if it's not between people who share blood or... what's it called... a "matrimonial bond". Y'know, I don't think I'll ever get married - it just seems like a big hassle, and for what? If you really loved someone you wouldn't need a grand gesture to show it. I love my stuffed animals. At least they like me back. They've stayed.
On mobs:
It happens all the time - so many people who stare down at me (it's not that hard, I'm not very tall) and threaten to take things away and whatnot... it's honestly gotten dull at this point, but it doesn't make them any less- well, interesting. I say interesting, but those in the field know what "interesting" really entails - if we've got actual thoughts on an artwork, one word could never express it all. What if I said it was thrilling? It sends shivers through my heart and it's buzzing like a dozen bugs have started to electrify it, I feel so alive that I can't stand still, my mind splits and rejoins and I can't tell which one is myself (but we are all Luciole, it's clear by now).
On the Order:
That was my Family! Probably still is, I can't just erase the fact with a few words and thoughts. It's not on me to decide because I haven't reached that prestige yet. They watch over me. In return I must watch over those I love. I love everyone so I must watch them all. Do I want to have the choice? (How much do I want?) Well...
On tinnitus:
I never chose this. I never wanted to be this way. My body wasn't meant for this. Yet here I am pushing it to its limits and I can hardly breathe anymore. They're everywhere. They're watching. They can get me anytime, I can't calm myself and let my guard down now. They're speaking. So many of them. I can't hear much else so I'm listening. I'm happy. I'm fine. This is so normal. My heart is beating out of its chest and everything is too much, too exhausting, but I have to keep going if I want to help them so they'd let me stay-
You gain the following benefits at all times.
Your Dexterity rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Battle Scar: Tinnitus.
You also gain the following effects:
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
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 2 and your Dexterity is increased by 2. 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 -1).
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.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The beastmaster closes their eyes and channels nature's bloody struggle for survival. When their eyes reopen, they catch the light and glow red like a dog's. While in this heightened state, they may sense heat signatures and triangulate the tiniest sound.
Exert your Mind and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
The mutant's arms swell to an incredible size, forcing them to lope around like a gorilla. This allows them to throw heavy objects great distances, including those unfortunate souls who find themselves in their way.
Unfortunately, they have difficulty with small objects and often destroy the things they touch by accident.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
Possession of this Power grants the following Battle Scar: You are muscled like a gorilla and have a slight muzzle and animal facial features.
You also gain the following effects: