After practising with extending his touch protection field, Cassie passively defends herself against attacks.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Lily was gone from the mansion for half day we assume she is her Library but after one maid’s go check on her she was gone like that no record of her gone and she was back in her gear we got her as gift and was odd hole in her armor and some Odd liquid she seem happy so we let her alone to rest she seem tired but what happened after that was just fascinating one of the maids blackout for no reason after Lily Grabbed on of the black gems that was 10 to 9 sec after so we did full body test for any signs of mutation that was her eyes have sharper eye line and some added thing but they inside her eye no fear of anyone knowing as for new power she can partly or completely stop thoughts and Reactions of the creatures or humanoid that got affect by it oddly she can even do this for herself l still lacking full understand her new mutation
This Effect activates whenever Someone or thing try to attacking her. It does not require an Action or Exertion. Select a Animate target within 20 feet. This Effect cannot be used unless Don’t work on monster that Relate to the void. You must actively and obviously use Necklace to activate this Effect. Roll Perception + Occult at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 rounds. Dice pools may be reduced all the way down to 0 by this penalty.
You create a false image, object, mark or other visible phenomena. Physical interaction reveals the image to be fake, and it dissipates immediately.
Exert your Mind and spend an Action to activate. Select a target within arm's reach. Choose an illusion to generate, which can be no larger than a briefcase.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Noah doesn’t know how it works—he just knows he hasn’t eaten, drank, or taken a breath in days… and he’s still on his feet. His body won’t shut down, even if his mind is screaming. It’s like Neo-Genis flipped a switch in him. Now he keeps going without the basics, surviving on shock, instinct, and the stubborn hope he’ll wake up from all this.
You gain the following benefits at all times.
You no longer require any food, water, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
Harold’s Enhanced Perception interprets every scent and sight as though it were a silent “speech act” embedded in the world around him. Just as Speech Act Theory suggests that language conveys intent and action, Harold’s senses allow him to detect unspoken messages within scents and traces left by touch, movement, or presence. Each scent or invisible detail, like a fingerprint, becomes a form of communication—a kind of sensory language revealing clues about who or what was present, and what actions took place.
Through his heightened sense of smell, Harold treats scents as unique “signatures” left by individuals or objects, each telling its own story. To him, a scent is a lingering “utterance” of someone’s presence, as if their movements and actions left traces in the air. By differentiating between scents with precision, he can read this invisible narrative and connect it to people, places, and events he’s encountered before.
Harold’s vision allows him to see normally invisible details—fingerprints, bacteria, residual marks—as the “evidence” of actions, each trace a physical “speech act” left behind. Just as words convey hidden intentions, these traces serve as residual expressions of past interactions. When Harold views these otherwise invisible elements, it’s as if he’s reading silent statements from the world itself, each detail contributing to a deeper understanding of what has transpired.
In this way, Harold’s Enhanced Perception transforms sensory information into a conversation with his surroundings, where every trace, scent, and hidden detail is a part of a larger dialogue that only he can perceive. His mastery of Speech Act Theory enables him to interpret these sensory “statements” and unravel the story beneath the surface, making him an expert at uncovering truths in silence.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
His nerve system's don't seem to transfer pain like ours, deadening the sensation, but also producing vast quantities of adrenaline- enough to kill a man who didn't have the body and cellular endurance Mark does. As fights go on, his skin grows flush and his pupils dilate as the fight goes on.
His adrenal glands are also swollen and deformed, capable of much higher outputs than normal, and producing yet unidentified growth hormones that help prevent his neurological systems from shutting down, even from pain or blood loss.
You gain the following benefits at all times.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
Stress from Injuries acts as a dice bonus instead of penalty.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Any dice penalty from Exposure or being stunned, diseased, sleepy, dizzy, sick, distracted, or similar is reduced to zero. Does not affect penalties from Effects you activated.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
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 creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
There's a certain strength that comes from displaying the flag of one's country. As long as the Soldier holding their country's flag or wearing something emblazoned with it, they are less likely to be injured in battle.
You gain the following benefits at all times. You must actively and obviously be using clothes or a uniform that displays the flag of your country to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.