To be one with nature, one must evolve to be built for it, to be prepared for each facet of it. So her eyes are sharper, her hearing is clearer, and she is more suited to the cold, a speaker and more quieter form, a body designed to remain unnoticed when seen...
You gain the following benefits at all times.
You are permanently and visibly transformed: Longer ears, Sharper eyes, longer and thicker eyebrows and eyelashes and small tufts of fur on each ear. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Intellect is increased by 1.
Your body is adapted to Stealth and Sight. You receive +3 dice on non-attack rolls related to Stealth and Sight.
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)
Possession of this Power grants the following Battle Scar: Shoulder Subluxation.
The Severity of any Injury caused by Cold Iron is increased by 2.
My wristlet glows and lightning gathers arcing over the spine fur glowing blue as it climbs her back, lightning begins to arc over her golden horns, mouth opens inhumanly wide, jaw splits down the middle and cheeks spread open to the sides with her long tongue falls down revealing her draconic teeth and her stretchy esophagous and uvula as a ball of lightning forms in my mouth. mouth opens wide enough to eat a person whole. the ball grows large before being unleashed.
Exert your Mind and spend an Action. Select a target within 300 feet. You must actively and obviously use wristlet to activate this Effect. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see mouth opens inhumanly wide, jaw splits down the middle and cheeks spread wide long tongue falls down a ball of lightning forms in my mouth. mouth opens wide enough to eat a person whole..
You may only use this Effect once per day.
The practitioner evokes the guardian of the crossroads esu via a lilting prayer in Kreyol, leading to the possession of the houngan. the terms of the agreement is spoken and the ritual ends with a sacrifice to esu to not anger the trickster, both participants break a piece off a single chicken totem sealing the deal in the eyes of the Orisha.
You must use up a crafted wooden chicken sacrifice totem in order to activate this Effect.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must "break a piece off an animal totem" to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
Studying the symbolic relationship between reality and emotions has given Cássio an uncanny understanding of how to manipulate them, beginning by how to mask his own. His honeyed words and practiced tone make the line between lie and truth impossible to discern, and his true intentions are known only to him.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Compulsive Liar.
You also gain the following effects:
Sessão clássica de terapia, onde o médico ouve o paciente e realiza o tratamento mais indicado.
Exert your Mind to activate. Select a Living target within arm's reach. 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 + Medicine 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.
Ollie drops a few factoids about received visions, potentially traumatising a target.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. Roll Perception + 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you reveal their potential future.
While transformed, the werewolf's toughened hide provides protection from all manner of attacks, except silver.
You gain the following benefits as long as you are in werewolf form.
You have 4, which reduces incoming damage from all sources of physical attack except silver. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
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 detective has trained their eyes to notice the smallest of details.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. 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.
Injuries you receive from silver or fire. are increased in Severity by 1.
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.