You grip your symbol of devotion and begin a Prayer of humble faith, enveloping your target in flame, though harmless, gives a feeling of warmth, "burning" the body of it's imperfections. Restoring their form.
A miracle granted only to those selfless enough to perform creations repair unto others than themselves.
Exert your Mind and spend an hour. Select a Living target within arm's reach. You cannot target yourself. You must actively and obviously use Crucifix to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
The user throws a psychic rose either forwards, or towards an ally, projecting a telekinetic barrier between themselves and an attack. These roses are created out of Danny's psychic energies, and as such can't be held or interacted with until this effect is activated. The barrier is light pink, translucent and completely encompasses the target.
Telekinetic barriers work by using psychic waves that naturally occur in living beings, and condenses those into a psychical construct. This can potentially be done with other kinds of constructs, but barriers are the simplest of forms to create due to their simplistic design within the mind.
Spend an Action or Reaction and use up this Psychic Rose. Select a Animate target within 20 feet. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage.
Jeorge produces a piece of paper from a back pocket and places it down with a flourish. Tapping his pen to it manifests the terms on it and an appropriate amount of dotted lines for each participant to sign on. Once signed the paper glows and vanishes, to be reproduced at a moments notice whenever needed.
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind (unless you win a coin flip) and all participants must sign on the dotted line to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
The same terms and penalties must apply to every party in each deal.
The strings of reality can be plucked to produce the music of creation, but the origin of all does not tolerate disharmony. In the presence of the music the false can become real, and the real become false. Now with the divine authority to pluck those strings one by one Leon can play a note and blend the false reality of his illusions into the target, causing reality to invert on them. They unbecome with that plucked note resonating within them, and thus were always an illusion as the world's memory of them is torn from it's song. The poor individual no longer in harmony understands that they are now false, and on dispelling their own illusion they fade as all reflections do. Now knowing this new and terrible lie made truth.
Exert your Mind and spend an Action. Select a Living target within 50 feet. This Effect cannot be used unless An illusion is present within line of sight of the target and Leon. You must actively and obviously use A musical instrument to activate this Effect. 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. The target's Armor is completely ignored.
If a Living target would suffer an Injury Severity 5 or greater from this Effect, they die.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see As the veil of reality parts, and the light of the red moon sears madness into the minds of those who look at what should not be..
Mystery performs a short ritual with a piece of bark, and then clicks her tongue and touches her palm to a willing target. Vines slowly sprout from the target and travel to the augmented area, which they burrow into. Over the course of the next 8 hours, mystery must stay within 20 feet of the target as they are augmented with the power of the Cthae.
Exert your Mind and spend eight hours. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Danya focuses on the organs in the abdominal region of the target. Her arms are held up in that direction with her left hand open, and her right hand clenches into a fist. Her eyes flood with a red colour as if they were bleeding. The internal organs of her target are clenched together and damaged. This could potentially rupture the organ(s) or crush them completely.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Living target within 50 feet. Roll Intellect + Medicine Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the victim experiences great pain and coughs up blood with chunks of their innards. Danya’s eyes are flooded red in a demonic way during the casting.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be 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 minutes. 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.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. 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.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.