The kid walks down the dark street illuminated by street lamps, bunching himself up to stay warm. He hears a piercing screech from afar and quickens his pace out of fear. The air feels colder and heavier. A man walks down the road in front of him, he's big, muscly as hell but the cold keeps the kid in place he can't seem to bring himself to cross the street to avoid him and with every step the air feels colder and colder and colder until it hugs him in a climax, the man smirking passes the kid, a new weight bearing on his shoulders. Days later the child sits over a corpse eating, greedily stuffing chunks into his mouth.
Exert your Mind and spend an Action. Select a Living target within arm’s reach. Make a Trauma roll when you activate this Effect. Roll Brawn + Influence 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 _Ingestion of copious amounts of animal fat and oils_.
This Effect is not obvious, and the only sign you are using an Effect is A cold wind leaves Gullivers slightly open mouth and wraps around your body. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The things he saw he needed to endure simply to much when in Anger those emotions can splash out effectting people in his domain
Exert your Mind and spend an Action. Select a Living target within 25 feet. Roll Brawn + Alertness 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 can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
You gather all dark and nasty energy and use it to make others suffer and a dark blackish reddish smoke suffuse the skin or enters the mouth and other open parts
Exert your Mind and spend an Action to activate. Select a Living target within arm’s reach. You must actively and obviously use His left eye while it still works its no longer purple its ruby red with a furious glow to activate this Effect. Roll Dexterity + Brawl at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
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 Dexterity + Brawl at Difficulty 6, and can be cured by My blood and a dose of holy water.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Its like you drain the area of death so that you can attack.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
As Julio pulls out a piece of paper, text from Cortázar's "Cefalea" appears written, the paper turns to dust, and the victim hears the Mancuspias cry inside their head. Anyone nearby can hear screaming and screeching coming from the victim’s ears.
Julio Ramos was named after Julio Cortázar, after all, and Ramos considers him one of the greatest. This power represents the countless nights Ramos, as a boy, spent reading tale after tale of Cortázar's collections.
Spend an Action. Select a Living target within 25 feet. You must use up a piece of paper in hand in order to activate this Effect. Roll Intellect + Influence 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 any number of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Forcing the nanites within his body to proliferate wildly... it becomes akin to a tumor, but worse, targeting every part of the body. These nanites are then split off from crane in his nanite form, then, the nanites is then injected directly into the target, allowing it to consume and devour the target, rotting them, using that, it continues to grow and grow, until the program runs its course and expires, or it loses to the body immune system. Though in such cases where it continues to run, similar to all electronic, a strong surge of electricity disables the nanites, overcharging them and causing them to short circuit.
Due to the nature of the nanites, it makes crane gag easily as he has to deal with the fact that the thing is rotting right in front of him, feeling every little bit. It disgust him and makes him physically ill.
Along with that, the constant losing of nanites due to this is irritating him causing him to easily be enraged.
Exert your Mind and spend an Action. Select a Living target within 25 feet. This Effect cannot be used unless Molecular Breakdown. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Intellect + Technology at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Science at Difficulty 6, and can be cured by Shocking oneself with 100,000k+ Volts of electricity (about 2 damage worth of electricity).
This Effect is not obvious, and the only sign you are using an Effect is Crane cough up dust. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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: Weak Stomach.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
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 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.