Misfortune "They always get what's coming..."

3
Requires Seasoned
The power to afflict a target with a debilitating illness, poison, or malady of some kind.
Used by Momma Ettu, Created by Redchigh.
(Activating this Effect is not obvious. The only sign you are using an Effect is Speaking with a calm, soothing voice and an intense stare. )

Momma Ettu knows bad things happen to bad people, without fail. The balance always tips, and if her speaking a few words can help it along, so be it.

By merely mentioning that someone 'has it coming', on success, the target is afflicted with a functionally invisible karmic curse.

It's just.. the *worst* luck.

A root easily tripped across, a car that grazes them as they're crossing the street, or perhaps a monkey in a nearby tree haphazardly tossing a coconut-
The target will find themselves incredibly accident-prone, taking a minor 1 point injury per day, randomly.
Their 'destiny' is ripped away from them, and it's as though the universe itself is conspiring against them. A bird may fly in front of their fireball as they throw it. They may get accosted by a more of dust blown up their nose and randomly sneeze and interrupt themselves as they try to do a power.

This does not summon anything new, or create a disease in the target, it just ensures something in the environment will hurt them when the damage is 'due'
Randomly aggressive animals and freak accidents are usually how to damage is dealt.


Exert your Mind and spend an Action. Select a Living target within 20 feet. This Effect cannot be used unless Someone must hear her mention that the target deserves whatever is coming.. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. 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 any number of the following symptoms:

  • Magical Miasma: The target’s connection to the world’s mystical energies is weakened. Any time they try to activate an Effect or any kind of supernatural ability, they must roll 1d10 at Difficulty 5, and if they fail, the Effect or ability fails. The Difficulty increases by 1 with every hour that passes.
  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by Ritually bathe in clean, clear, natural running water under the light of the moon. (15 minutes).

This Effect is not obvious, and the only sign you are using an Effect is Speaking with a calm, soothing voice and an intense stare. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • 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.

Community Power Gifts

Exert your Mind and spend an Action.

You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Javelin.

Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a 2D copy of his arm forming.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Hearing: You are capable of perceiving physical shapes via sound. You must produce a ahhhhhhhh to “ping” with your echolocation each Round you wish to use it.
  • Thermal: You are able to "see" heat signatures within your line of sight.

Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

You gain the following benefits as long as you have your a Blue Wind pattern tattoo on her back.

Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

You also gain the following effects:

  • Centered: You have perfect balance. You cannot be knocked over and can maintain your footing regardless of the size or stability of the material underneath you. For the purposes of encumbrance and load bearing, you weigh 5 pounds.

  • If your a Blue Wind pattern tattoo on her back is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action. You must actively and obviously use Slime Ball to activate this Effect. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

You transform into Blob of Slime for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

While in this form, you can squeeze through any gap that is not water-tight. Your movement is subject to the whims of your environment and circumstances and cannot always be directly controlled by you.

is halved, but Damage from AOE effects is increased by 1. You may spend a Committed Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.

You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.

While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.

You may turn this Effect on and off at will during its duration.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.
  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.

Spend a minute. Select a Corpses within arm's reach. You must actively and obviously use Magnifying Glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn all the following information about your target:

  • You receive Footsteps, allowing you to discern where this object has recently been.
  • If this target is destroyed or killed, you learn the name and appearance of the being responsible.
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.

  • 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. You must use up a container of fine powder in order to activate this Effect.

You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.

  • This includes any objects that come into range during activation.
  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

You gain the following benefits as long as you are biting and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

  • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

You gain the following benefits at all times.

Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Constant Vigilance: You may React to surprise Attacks, and you do not automatically lose initiative if ambushed or caught-flat footed. +2 dice to Initiative.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.

Your Extra Appendage is incapable of fine object manipulation.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Pathfinder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • You are able to climb trees and cliffs at your full movement speed.

You only gain the benefits of this effect if you are in an area without a human building within 300 feet.