The beast on human legs has blood-red eyes, elongated fangs, and all-too-pale skin.
Lorelei is a bloodfiend, nightwalker, draugr, empousa, undead, ghoul, et cetera et cetera. It's a vampire. A creature of the night who desperately craves the taste of blood above anything else.
You gain the following benefits as long as you have sated your Hunger condition in the last 24 hours.
You are permanently and visibly transformed: you have pale skin and vibrant red eyes, and two pointed fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You may make a +2 Weapon Damage wicked fangs (knife) attack without additional equipment.
Any Animate being that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every Round, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.
Possession of this Power grants the following Trauma at all times: Bloodthirst. Upon seeing another beings exposed blood, make a self-control roll to avoid becoming fixated on them to the deficit of anything else for one minute. You must roll perception + alertness to detect even obvious threats.
The Severity of any Injury caused by wooden stakes is increased by 2.
Purple skin, blackened horns, and glowing yellow eyes. It's pretty obvious Char isn't human.
You gain the following benefits at all times.
You are permanently and visibly transformed: Demon. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1 and your Dexterity is increased by 1.
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 Sacred is increased by 2.
A body and mind hardened through pain, the stresses of the world cannot, and will not, weigh down a hunter. They must push on, even in the most painful and maddening of situations.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
"Heya!" He sneakily put a sticky note on individual,"I will run a quickly welfare check stay still for a moment."
The doc stays focused not looking away,while doing random scribbles in his little note book
A moment pass by,and the patient worriedly ask "are you done ? You haven't blinked for a while now"
The doc closes his eyes,"totally fine Mr rey, but i guess we will need to call the authorities to deal with your *vampiric problem*"
The patient turns pale,and shout how did you?! But was too late as the law enforcement breached the room.
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 20 feet. This trap lasts one hour or until triggered or disarmed. You must use up sticky notes in order to activate this Effect. At the end of your investigation, roll Intellect + Thievery at Difficulty 6.
The trap looks like appears to be a eye marking drawed in a piece of paper. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient target or a Creature that enters the chosen region will trigger the trap.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Whenever trouble goes down, Sam seems to always be the first to spring into action, ready to shoot, stab, or run away from whatever is trying to kill him.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. 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).
You also gain the following effects:
....
Exert your Mind (unless must get 6+ success on an investigation check) and spend a half hour. Investigate an area with a radius of up to 1 mile This Effect cannot be used unless must succeed in an investigation check. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn the following information about the area:
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
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 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 Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors: