When using this power Ajax must first connect deeply with the world around him and draw upon his own divine essence. Through his senses, he reaches for the subtle threads of life that weave through the world. His hands begin to glow faintly, the green light becoming more intense as the energy gathers at his fingertips. As his fingertips graze over the injuries they are suddenly met with the soft petals of blooming flowers and moist moss as plants erupt from the wounds.
This power was not meant to heal mortals and as such has disturbing effects on the average person. The overflow of sudden vitality causes the wound to flood with blood and make disturbing squelching sounds as the plants greedily drink it up. If the plants are exposed to extreme temperatures they will shrivel and die causing the injury to relapse. After a month of proper care they fall off on their own, similar to a scab.
Ajax's journey to the mortal plane was in search of Nature's Salvation and while he envisioned himself as the solution it seems he isn't yet ready to cure his Mother's illness. Drawing upon the restorative powers of his divine essence he discovered that the root of the problem wasn't within his ability to heal. His power is able to fix the broken bodies of mortals with ease but has not provided his Mother solace from the pain she suffers as he had hoped. Even though he can't heal the overarching sickness affecting Mother Nature, it offers a moment of peace, healing those in need and providing a glimpse of Nature’s resilience and power to survive.
(Might rename Evergreen Renewal later)
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Perception + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to avoid being exposed to extreme temperatures for the next month. If they violate this rule, your treatment is immediately reversed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the patients skin wriggles and writhes before plants burst through the wound as blood pours out. Horrific squelching sounds will come from the wounds as the plants drink the blood.
At some point—somewhere between all the nights she spent curled next to Bapha's twitching tail and the mornings spent cleaning blood off her shoes—Vita started hearing the way monsters think. Not words, exactly, but wants. She doesn’t bark commands. She echoes them, speaks them in the secret tongue stitched into fur and scale. It was never a spell. It's just that the beasts listen now. And worse, they obey.
Bapha hasn’t noticed. Or maybe he has, and he’s pretending not to.
When Vita activates this effect, the creature’s body convulses—like it’s being yanked on invisible wires. Its limbs twitch violently. It tries to resist, but there’s no fight in its eyes anymore—just a blank glaze and eerie stillness. The world around her goes muffled, like someone turned down the volume of everything except the sound of wet breathing and bone creak. People watching know something unspeakable just happened. They can’t say what. But they know.
This isn’t training. It’s contamination. The longer Vita spends tethered to Bapha, the more the line between her and the creatures blurs. This Gift didn’t come from study or practice—it seeped in like mold in forgotten places. Now when she looks at a beast, it knows her. Not as prey, not as predator—something worse: kin.
And she doesn’t even realize it’s happening.
Every command is a breach. Every flick of her fingers etches new cracks in the divide between mortal will and feral instinct. One day, she might give a command she doesn’t mean to. And something ancient might answer back.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the creatures, body spasms as if it’s fighting for its life before it ultimately loses, said fight and its eyes glaze over anyone who witnesses has a sense that I have done something horrible to said creature and Is immediately off put by me.
Star use the force to heal his ally and himself but that acquire focus and it is exhausting to use since star just learn it and healing process is nightmarish painful
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You must actively and obviously use Medical herbs to activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Perception + Alertness at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
You hear the distinct click of a shotgun shell being chambered. They're taking aim-- GET DOWN!
Expend a point of Battery and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brawn + Melee at Difficulty 6. Targets remaining inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this Damage.
Any object destroyed or individual killed in your blast turns to dust. Any parts of structures within your blast radius are destroyed and cannot bear a load or block movement. Your blast leaves a 15 foot deep crater in the ground and deals +1 Damage.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
The gloves shoot out threads of fluid toward the target, with some coated with sharp glass like hypodermic nettles that puncture and hold the target, with the fluid then rapidly contracting as it pulls the target onto a surface.
Spend an Action. Select a target within 45 feet. Roll Dexterity + Medicine at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that location by a physical, tangible binding. They can still move their arms and use Effects, but cannot move to a new location.
Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury. Their movement is reduced by 10 feet until the Injury heals.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
The howl of the Banshee foretells death. Those who hear you are plagued with intense visions of their own demise, or that of those they hold dearest: either way, it's rarely a pleasant thing to experience.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Brawn + Alertness 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, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
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.
The Witch gazes at a calm and trusting animal and blinks, revealing eyes that have changed to match the creature's. Her body goes limp and collapses, and the witch proceeds to walk away, now temporarily borrowing the animal's body.
A borrowing Witch is a visitor in the animal's mind and cannot overstay her welcome or force the animal into danger.
Spend an Action or Reaction. Select a Non-Alien Creature target within 20 feet. The target may Resist.
You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious. You may perceive through your original body's senses by maintaining Concentration. If your original body is touched, you may roll Perception + Alertness to notice. You may spend an Action to end the possession early.
Stats: Any Actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.
Gifts: You do not have access to any Gifts while you are possessing your target.
Death: If the host suffers an Injury, or is destroyed or incapacitated, you are evicted back into your own body. If the possession ends and your original body was killed or destroyed, you will die.
Eviction: You cannot force your host to take Actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.
Targets with Body ratings higher than 10 require a Charisma + Animals roll resisted by the target’s Body. Kaiju and environment-scale targets are immune.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The mutant now occasionally lays large, orange-speckled eggs. These Eggs do not hatch nor spoil. If cracked and applied to a chronic injury such as a missing limb, the scar heals completely within the hour. However, any area healed by the egg will forever carry an inhuman appearance as testament to the bizarre method of treatment.
Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar 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 an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness 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, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma 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.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.