Ced, in many-times practiced move, grabs his psyarts catalyst, and focuses, before sending out wave of energy forward with his other arm. It faintly glows blue, and is strong enough that it can either cause minor injuries and push them back a little, or straight up send them flying, as well as break their bones. Wind howl can be heard as this energy wave flies towards enemies.
Exert your Mind and spend an Action to activate. Select a target within 45 feet. 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 1. Armor is fully effective against this damage.
If the target receives an Injury, they are knocked back 5 * Severity feet.
Somm gathers the descendant daughter into the room, seating her across from him at the table. Somm then plays off a riff from a traditional taoist instrument, and as the sound streams through the air the wispy spirit of the girl's ancestor is summoned into the room: called from the grave.
Somm utilizes a Taoist technique in which one's ancestor can be contacted through the usage of their descendant as a conduit / tie to the modern world of the living: however this requires that one is able to play a summoning / heralding "Call" for them, which is satisfied by the focus of this power. The actual technique which this is, is referred to as Mun Mai.
Exert your Mind and spend an Action to activate. Select a Sapient being, human, or Dead target within arm's reach. In order to target the Dead, you must have the presence of one of their loved ones. This Effect cannot be used unless the target is dead, or similarly a phantasmal entity or occult being that can be described as dead or "spiritual". You must actively and obviously use Chinese Instruments to activate this Effect.
The target can communicate in your language for the next hour.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
You may only use this Effect once per target per day.
Exert your Mind and spend a minute. Select a Living target within arm's reach. You must use up Wine in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Chasing an elusive prey means you have to be able to follow them. You can't be slowed down by the undergrowth or crowds.
....
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
Kitty's mind is very dangerous to enter, and their fluids are a soul poison to creatures such as vampires.
This Effect activates whenever consumes your bodily fluids or a target enters your mind with magic. 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. Roll Perception + Alertness at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain phobia as a 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 a blinding flash of light and burning, and a powerful smell of burned hair.
When this is activated, his right arm transforms into an ax weeds, grow from his arm and bark as well and fortifies his arm into eight ax with a metal head becoming less than human, but giving him stronger effects
You gain the following benefits at all times.
You are permanently and visibly transformed: transforms his right arm into a reinforced axe. You are considered to be a Sapient, Living being when targeted. Your Brawn is increased by 1.
Your body provides you with the functionality of axe. If used to attack, these "tools" use the same stats as a small knife.
Possession of this Power grants the following Trauma at all times: if someone hurts, one of their fellow contractors, he must succeeded a self-control role to not act on the urge to kill the person that hurt the fellow contractor.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish 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 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
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 may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
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.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.