When Joshua scorns his victims, his words lash at their thoughts, slightly glowing, with holy scripture being recited as he uses it to break their mind and spirit, resulting in breaking it in fear of being damned to Hell for all of Eternity.
Fear of Damnation: Whenever you go against the 10 Commandments, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to ignore it.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma + Influence 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 Fear of Damnation 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.
i zip zap zop person and imagine its what happens when they eat rotten flesh in minecraft
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 is not treatable by modern medicine. It may be diagnosed by rolling Brawn + Occult at Difficulty 6, and can be cured by ________.
With a growl, meep, gibber, or similar; Edgar makes it clear what happens to those who get in his way.
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet. This Effect cannot be used unless Alternate Form is activated. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Fear - Horror. They will outwardly display their emotions in an obvious and visible way.
Actions they take may be extreme and out of character for them. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
If you choose to use Chain of Screaming, your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
If the target fails or botches their defensive roll, they gain a Trauma, which must be related to the chosen emotion in some way.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a suitably terrifying display of his monstrous nature.
Nan fishes a small ball of dough out of her pocket and gives it to the target to eat. None of her food is exactly “good”, but even by Netherworld standards, this tastes a little off… she fixes them with a hard stare that dares them to spit out her food, but after chewing a minute, it becomes too much, and the target pukes up everything, including whatever ailed them in the first place.
Use up this “hush puppy” and spend 1 minute to activate. Select a Living target within arm's reach.
You may cure any any diseases or poisons afflicting your target even if you have not diagnosed or fully understood it. You may only cure diseases which can be treated with modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.
Whenever you cure a disease or poison, if it had inflicted any damage, your target is healed for half that damage, rounded down.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Target is made to puke and “hush puppies” often include mold, teeth, hair, etc..
The cornerstone incantation of the Blackstar Sisterhood and the reason they are feared as powerful heralds of curses: a warlock adds her own mixture of incense powder to the Light of The Abyss, making it briefly emmit a sickly green light and an acrid odor, akin to rotting grass, upon which the curse takes effect.
Spend an Action. Select a Living target within 45 feet. You must use up incense powder in order to activate this Effect. Roll Perception + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, either modify an existing Battle Scar on the target or inflict a new one. You determine the new Battle Scar, limited by the contested Outcome:
You may affect up to 3 targets within range.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Witch can access various important details about a person simply by engaging in a short conversation with them for a minute or so, knowing their name (if they are a person) and asking a specific trigger question
Exert your Mind (unless When used on people, i must know their name for it to take effect) and spend at least two Actions performing the following ritual: I must use the phrase "Would you mind telling me a secret?" to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question in order to gather any information. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. At the end of your investigation, roll Charisma + Influence at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
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.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The spy is able to transform an ordinary ballpoint pen into a monitoring device that is inconspicuous enough to blend in to most settings, but advanced enough to allow 360 degree surveillance as well as audio capture, which is sent to their smartphone.
Exert your Mind and spend an Action. Select a Location within 10 feet. You must actively and obviously use a ballpoint pen to activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. Your wards last 3 hours. You may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
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.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets 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.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities: