The Ichor is a liquid with a purpleish hue.
inflicts the victim with gruesome effects
But it can have beneficial properties when injected at the right
-will write this later-
This Effect activates whenever when infected by Ichor or when touched by the bodily fluids of the user (blood, saliva, etc). It does not require an Action or Exertion. Select a Animate target within 200 feet. Your target should be intuitively based on the triggering event. You must use up Ichor vails in order to activate this Effect. Roll Intellect + Medicine 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 is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by Expelling the Ichor from the body.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
You write your message on a piece(or several pieces) of paper, then draw an intricate and elaborate spell circle on the ground, using a variety of runes and diagrams found in the book used in it's casting. Upon completion, you can use this circle to send letters through the void between worlds, and the person can send them back, without a delivery nexus of their own.
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift's Cost is capped at 2 and cannot be increased further.
Michael’s eyes ignite for a brief moment, like two balls of fire, before returning to normal. Where he stares, a flame is brought into being, manipulated, or extinguished.
The latest reincarnation, at least in part, of a phoenix, Michael has reawakened an inner fire.
Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
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.
Through channeling essence into one's eye, the user can perceive an individual's thoughts, feelings, and secrets in an ancient, runic language that the practitioner must attempt to decipher in the moment before the words return from whence they came.
Every individual's thoughts, feelings, their deepest secrets, while most believe that these things are only tangible in their own minds, the especially strong ones take a physical form in a mystical plane, one only visible to those talented in the magical arts. Through discussion, a skilled practitioner can illicit the physical manifestations of these thoughts and feelings, appearing in an ancient language that the practitioner must attempt to decipher in the moment, while still conversing with the individual, making this process only possible to the most skilled witches and warlocks who possess the sight. These runic pieces of text that encompass the secrets and desires literally emerge from the target's mouth as they speak, requiring a discussion to occur. Possession of this eye grants one the ability to constantly perceive the mystical plane, though this inhibits perception of the natural world.
Unlike some of Lyra's other powers, this one is completely unique to her bloodline and not a ritual that borrows the power of other higher beings. It was awakened through her experiences in contracts.
Exert your Mind and spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Effect is not obvious, and the only sign you are using an Effect is the pupil of my inhuman eye begins to gently swirl as if it's ink in water. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Battle Scar: My right eye is visually inhuman, a mix of greys, blacks, the veins in dark purples and blacks. Surrounding the eye and speckled over most of the upper side of my right face are thin, dark runes of various shape. (-1 to perception involving sight).
You cannot investigate the same target more than once per day.
Necrosis is a form of cell injury which results in the premature death of cells in living tissue by autolysis
Channeling the contagion from his own body, Asphyxia can inflict others. Causing horrid looking and feeling wounds on the body, similar to that of necrosis.
Exert your Mind and spend an Action. Select a Living target within 25 feet. You must use up Some form of Asphyxia’s own DNA. Saliva, blood, urine etc. in order to activate this Effect. Roll Intellect + Medicine 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 is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by Surgery. Debridement and antibiotics..
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The disease upon infliction works quickly to reveal itself, rotting away the skin tissue all the way down to the bone in a person, becoming slimy, black and full of chunks of tattered flesh..
Athena's power works like any other heal wound, accept for the fact that it uses the void as the source of its power, a chaotic mess of unconscious, unbeing, and inexistence.
Athena is required to tap into that pain in order to alleviate it and instead of a soothing numbness, her patient will experience great pain.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. Make a Trauma roll when you activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to You can not be supernaturally healed by anyone other than Athena or else the metaphysical residue of the void will become unbalanced and attempt to correct thr void's influence upon the target- undoing Athenas heal. for the next month. If they violate this rule, your treatment is immediately reversed.
This Effect is not obvious, and the only sign you are using an Effect is Athena concentrates- her stare is unblinking and unceasing as she works.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
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 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.