Reiki Absorption Universal One-ness ain't so bad after all

1
You possess the ability to rapidly heal yourself.
Used by Leon Vanderblight, Created by leonvanderblight.

His bodies return to it's initial spiritual state now fully complete, aside from one critical component, his physiology no longer suffers from such mortal issues as "dying of blood loss" and "needing months for broken bones to heal.". No instead now he heals within days rather than months, and in absorbing the Qi of the world he has essentially infinite vitality for standard tasks. A cushy position if Joao Jean had ever heard of one, and one he didn't intend to leave any time soon. Even if in doing so he's gained a vulnerability to the celestial judgement of natural lightning, and weapons blessed by the those Shinto Fogeys back in his homeland fuck him up just like he was a mortal but hey. No such thing as a free lunch.


You gain the following benefits as long as Only functions if he has fulfilled his faith consumption req for his unusual diet for the day.

Any Injury you receive from a source other than Lightning and Onmyo Blessed Weapons heals quickly, reducing its Severity by one level each day, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.


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Revision purchased with:
Improvement from running for a new Player: Ties spent on improving power: Reiki Absorption    (since refunded)
Revision purchased with:
Improvement from writing up Ties spent on improving power: Reiki Absorption    (since refunded)
Revision purchased with:
Improvement from writing up Everything, everywhere. spent on improving power: Reiki Absorption    (since refunded)

Community Power Gifts

'Orangutan' means "man of the forest" in the Malay language. Thumb takes this name to heart as his blessing has given him domain of the jungle, and it's towering trees.

You gain the following benefits at all times.

You are permanently and visibly transformed: a slightly larger than average orangutan with glowing green eyes. You are considered to be a Sapient, Living Creature when targeted..

Your body is adapted to climbing. You receive +3 dice on non-attack rolls related to climbing.

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)

While in Jungles, heat, cold, pressure, and other atmospheric hazards do not affect you, and dangerous local flora and fauna will not bother you unless you give them a reason.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

  • Even though you're targetable as a Creature, you still are also targetable as a Sapient being.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action to activate. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).

You may start a new fire as large as a torch's flame at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

Lighting a target on fire deals 2 damage per round, starting in the next round after the one in which they caught fire. This damage is reduced by Armor, but the target’s Armor rating will be depleted by any damage dealt, destroying the Armor once it reaches 0.

  • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics, Difficulty 8.
  • You can target yourself if you qualify as a valid target by the other requirements.

The serum itself is carefully crafted by Vincent and is custom tailored to his anatomy. It is still imperfect, overworking the body while it is in effect. It also has a chance to be rejected by the recipient's immune system, causing strife that may lead to internal bleeding or extreme exhaustion.

Exert your Mind (unless Severity-3 or deadlier Injury) and spend an Action. You must use up a biochemical serum in order to activate this Effect.

You transform into a mutant for 3 minutes. You have access to all of your Powers while you are a mutant, 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 1 and your Dexterity is increased by 1. Your Stress is reduced by 2.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

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.

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.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

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 Trauma at all times: You must roll self-control to not try to prove your strength to someone.

You also gain the following effects:

  • Champion of the Caber Toss: You may lift an additional 1500 pounds per point of Brawn beyond 5, and may throw items up to this weight to a distance of your throwing roll’s Outcome x10 feet. Weapon Damage for a heavy improvised thrown weapon is equal to the Brawn required to lift it minus 2 (minimum 0).
  • Tough: You gain Armor equal to half your Brawn rating. This Armor cannot be penetrated or shredded, and it protects against falling Damage.
  • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

  • Armor from multiple sources does not stack. Instead, the highest is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

This Effect activates whenever a creature touches you. It does not require an Action or Exertion. Select a Sapient target within arm's reach. “Your target should be intuitively based on the triggering event. At the end of your investigation, roll Brawn + Melee at Difficulty 6.

You learn all the following information about your target:

  • You determine how many living beings the target has killed, what sorts of creatures they were, and how long it has been since they last killed.
  • You learn the target’s Traumas, Limits, and whether or not their thoughts, emotions, or memories are being influenced by any Alien forces.

The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.

This Effect is not obvious, and the only sign you are using an Effect is your eyes turn blue briefly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Power Gifts

Exert your Mind and Spend an Action. Select a Living target within 20 feet. Roll Intellect + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.

If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."

Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.

Your alteration "heals" over the course of the next month, after which it is fully cured.

Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.

  • A given target can have a maximum of one Suspended Effect on them at a time. The selected triggering Action cannot be used to reveal information about the target (e.g. no "activate when they are a vampire"). It must be an Action they take, not a thought or something that happens to them.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.

  • Unstabilized wounds do not degenerate during treatment.

Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless the target is listening and you are speaking to multiple people.

You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.

The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

This Gift's Cost is capped at 2 and cannot be increased further.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend two Actions performing the following ritual: open up the app on your cell phone, make your selection, and prepare to film. Select a target within arm's reach. You must actively and obviously use cell phone camera to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a person.

The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their hearing, smell, and 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 can choose to perceive it or not at will.

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.

  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Gifted: You get +3 dice on any rolls related to medical care as long as treating an Injury.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.