Post-World Report (Demimonde)
Conditions
Dreamless (Near-Absolute)
*Your Second Aspect is severed from the oneiric. You cannot experience dreams.
*Your Second Aspect is heavily drained of creativity and innovation; difficulty of non-iterative action is raised dramatically.
Remaining Duration: Permanent.
Stress (Moderate)
*A constant trend of exposure to apocalyptic and post-apocalyptic worlds is starting to paint an ugly picture of the multiverse.
*Compounded by failure to achieve your goals on Drethir.
*Compounded by failure to achieve your goals on Demimonde.
*Compounded by recent temporary Facelessness.
*Is the Street trying to tell you something?
*Decreases overall effectiveness, especially cognitive and social. Decreases happiness.
Remaining Duration: ???, may soon upgrade to Stress (High).
Faceless (Lingering)
*Your self-schema is weakened and more malleable.
*Fixation may occur faster with certain masks, may not occur whatsoever with others.
*Minor feeling of confusion and psychodynamic uncertainty.
Remaining Duration: ~3 days to downgrade to Faceless (Residual); can be accelerated with identity-affirming actions and environmental influence.
Import: 3.2
Attributes
STR: 4.5
CON: 5.5
AGI: 6.5
WIT: 4.5
Available Skills:
Craft (6.8, near-Master - Masks)
Deception (6, Elite - Acting)
Socialize (5.2, Expert - Noble Etiquette)
Stealth (4.2, Adept)
Fencing (4.1, Adept)
Singing (4.1, Adept)
Linguistics (4.1, Adept)
Anatomy (1.5, Novice)
Mask: Crimson Lost [33 Potential]
Battle Tendency (17) - Increases all combat-applicable skills and attributes. +10 STR, CON, and AGI when worn, and +20% to their worth.
Blood Hunter (16) - Blood control and hemokinetic regeneration. Total control in arm's range, diminishes swiftly beyond that. Hemovoyance. Hunter instincts; grants boost to associated actions, enhances efforts to slay wild creatures.
Note: Blood Hunter is an evolution of Hemokinesis, and can eventually be merged with Battle Tendency to form a superior aspect. This can evolve the Crimson Lost into the Crimson Hunter; no more a lost soul amidst seas of bloodshed, but one who stomps through them with confidence; an avatar of blood and war. This might cost Import.
Viscerality - Novice [1.0]
*Improved regeneration speed; unemotional baseline healing speed is now three times that of a mortal.
*Reduced basic needs. Requires only three-fourths the food, water, and oxygen to operate at optimum as an organism; raw survival instinct and desperation once deeply starved means death can be postponed moderately.
*Can make slightly more drastic alterations to self: eye color, relative size of limbs, height. Minor physiological improvements; +.5 to all Physical Attributes.
*Can evoke basic emotions in all individuals in visual range, strength is moderate.
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Viscerality
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Viscerality has two components: a tactile magic by which the body of any being can be altered, and a facility for manipulating the passions that rule the body. The first allows for regeneration, shapeshifting, creating custom organisms, and gradual alteration of ecosystems. The latter starts with a sense for the most primal emotions: fear, anger, ardor. Discernment blossoms into the ability to evoke such feelings with increasing intensity and subtlety. Stoking is always easier than suppressing.
Warping others is more difficult, as physical influence diminishes with distance from the body. Preexisting biomass and biological knowledge are helpful, but one's own passion can be substituted for either in a pinch. Visceralists gain instincts corresponding with their emotional investment. Progress in the art's rapid as long as you pursue your interests. A laborious combination of gene therapy and implanting symbiotes can initiate others into Viscerality, proliferating the magic. Any children you have will be natural users unless you desire otherwise.
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After making your request of the Street - to be delivered somewhere with a power you can attain safely and easily - three destinations revealed themselves:
[ ] The site of a massive Tower, ancient stones glowing, with its siblings not too far off
*The nature of the power you can gain feels heavenly: celestial phenomena made truth
[ ] A sterile white chamber somewhere underground with several observers present
*The nature of the power you can gain feels mysterious: its oddity drives its strength
[ ] One of the final vestiges of Life, a copse of trees amidst a wasteland of Fire
*The nature of the power you can gain feels alive: it wishes to grow alongside you