While cooking, Pen uses her nails to pierce the base of her palm and allows a drop of her blood to join with whatever she's making, focusing her mind on people that have hurt her in the past and using that physical pain to fuel her intent.
Increase your sacrificial Injury's Severity by 1 and spend 30 seconds to turn food into a trap. This trap lasts one day or until triggered or disarmed. This Effect cannot be used unless Pen prepared the food herself. Roll Charisma + Occult at Difficulty 6. Choose any number of the following symptoms:
The trap looks like food. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food will trigger it. Your target may resist by rolling Body at Difficulty 8.
When the trap is triggered, the target is afflicted with a Condition that causes the chosen symptoms. 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 bloodletting into a ritual circle while a priest performs an exorcism.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
You may only use this Effect once per day.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Runa form twists and bends, muscles writhe under her skin as her clothes melt into her as black fur erupts from her skin, as she goes on all fours.
Another gift strengthening my claim to kitsunehood.
Exert your Mind and spend one minute.
You transform into black Fox until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you may speak and use any Influence or Communication Powers you posses.
As Perkins Cadbury smokes weed, the smoke in his lungs that gets spewed out creates a fog of 'understanding,' allowing those he talks to and hears from to be 'understood.' As in, he knows exactly what they're saying through the power of chill vibes, y'know?
You gain the following benefits at all times. You must actively and obviously be using weed to gain the benefits of this Effect.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language.
Charm and passion has always come naturally to Murphy, be it the perfect melody to bring an audience to tears, or that natural presence they manifest when they enter a room. After their previous mission of whimsical dream shaping, Murphy has found a supernaturally strengthened confidence and compassion. Perhaps they misjudged these jobs… maybe they can be hopeful all!
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The vampire begins the ritual by drawing a circle(or playing objects on the ground or any other marker) around the target. Then they begin an incantation. The chosen effect slowly takes hold and pressure pushs down on the targets mind.
This ritual can grant one of two traumas; Nightmare, and the custom trauma obcession. (Chosen by high low, nightmares failure)
Obcession: Delusion that the first person you see after obtaining this truama is the most valuable person in the world and should be protected at all costs
Exert your Mind and spend 30 minutes. Select a Living or Animate target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. 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.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see A dark ritual which infuses blood into the chosen target.
Distortions... Oddities within reality allow Mason's weapons to flow in ways unseen before, it refusing to leave his hands when in use, no matter what
You gain the following benefits as long as you are engaged in combat with Bladed Weapons.
+2 dice to all rolls with Bladed Weapons. You may Defend against firearm attacks from any range using Bladed Weapons.
Possession of this Power grants the following Battle Scar: Shoulder Subluxation.
Possession of this Power grants the following Trauma at all times: vengeful.
You also gain the following effects:
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.