Several animals lick their wounds and the wounds of others to promote healing. This is because their saliva contains both tissue factor, which promotes clotting, and the enzyme lysozyme, which breaks down potentially harmful bacteria in the wound. Charlotte, more in touch with her primal side than ever before, can now utilize this to force smaller wounds into better shape by licking them, and even force larger ones to clot completely so they don’t bleed out or get infected. Well, with anything else than a random form of lycanthropy, which is very transmittable via saliva.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. This Effect cannot be used unless you inflict the creature with a form of lycanthropy, which can be chosen by the gm. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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.
Taking a moment to gatter their inner light, Belle focusses and then shoots out a blast of sunlight at the target. Scorching them with the intense fury of the sun.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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.
To the outside viewer, nothing happens at all, but to the victim, Jinx speaks honeyed words that are strangely convincing.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Possession of this Power grants the following Battle Scar: Shoulder Sublaxation.
Jared Strikes a pose
Exert your Mind and spend an Action. Select a Animate target within 50 feet who can perceive you through. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If you succeed, the target will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
As the user exerts their mind and activates the **Ostrich Fan**, the air swirls with sudden ferocity. With a swift motion, the fan releases a whirlwind that tears through the chosen location, the winds howling like a tempest. Those caught in the 20-foot blast are instantly ensnared by miniature tornados that rise from the ground, circling their bodies and locking them in place. These swirling vortexes of air hold them fast, reducing their movement to nothing as the roaring winds coil tighter around their legs. Arms are free, and powers may still be used, but moving to a new location becomes impossible, as if the very wind itself has anchored them. Even intangible beings like ghosts find themselves trapped in the twisting funnels of air, unable to escape the storm. The effort to control such wild forces takes its toll, and the user feels the weight of the wind dragging on their focus and energy, slowing their every move as the tornados rage.
Exert your Mind and spend an Action. Select a Location within 300 feet. Roll Dexterity + Athletics at Difficulty 6. All targets within 20 feet of the chosen Location may resist by rolling Mind at Difficulty 7.
If you succeed, all affected targets will be restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Mind divided by 2, they are encased and cannot take any physical Actions until they break free.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome equal or greater than the original Contested Outcome.
Your bindings affect intangible beings like ghosts.
people in the vicinity feel like not approaching the area around me i guess
Exert your Mind and spend an Action.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field cannot move any closer towards you.
You must maintain Concentration during this Effect.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living or Animate target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee 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:
All alterations you make must damage the target's knees.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. 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 + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud in conversation and made publicly available.
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.