Whenever Jacob is struck, a crown of thorns manifests on both the user and the target's heads, a manifestation of his festering doubts and anxiety. The worries just exacerbate and worsen, causing the crowns to grow violently and invade their brain through whatever path they can find...
Once they make their way to the brain, they "connect" and cause both Jacob and the target to experience the sum of their guilt and regret and jumble of emotions in a positive feedback loop that could leave both permanently scarred mentally. One could only guess what results from such an invasion of the mind.
At least Jacob is accustomed to coping with these sorts of... attacks. His resolve has been tempered. The target, however...
Jacob's able to withstand the potential trauma thanks to the demon that feeds off his feelings of guilt and regret. The demon gets a feast, so it 'blesses' Jacob with the ability to survive this attack relatively unscarred.
This Effect activates whenever you are struck by a melee attack. It does not require an Action or Exertion. Select a Sapient or Creature target within arm's reach. Your target should be intuitively based on the triggering event. Roll Intellect + Investigation 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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the crowns' thorns probing and invading the head of the victim.
Grasp the target by the throat, sending them flying.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The effect fails, you’ve made a mistake. The target can take an action now.. Roll Brawn + Alertness at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Brawn + Alertness at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
A literalization of the term gumshoe, Frank's gained the ability to climb on just about anything with ease. His hands and feet appear to stick onto surfaces like they're glue, occasionally leaving a slight monochromatic trail behind.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
She looks fuckin weird
You gain the following benefits at all times.
You are permanently and visibly transformed: Unremovable Clown Makeup. You are considered to be a Sapient, Living being when targeted. Your Charisma is increased by 2.
You may make a +2 Weapon Damage Balloon gun (pistol) attack without additional equipment.
Possession of this Power grants the following Trauma at all times: Isolophobia: You fear being alone. (If you are ever alone or would go alone, roll Self Control. On a failure, you immediately seek out company, or shut down until you get it.).
The Severity of any Injury caused by Children is increased by 2.
A skeleton rose from its coffin, feeling nothing but complete emptiness—not hunger, but something else. It was as if it had no soul, just a mere minion.
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
Possession of this Power grants the following Battle Scar: Skeleton Bones and Voice (Wheezing).
Dr. Gundersons flesh melts off as the creature inside him oozes out and swarms out and dissolves his own flesh.
Exert your Mind and spend an Action.
You transform into Living blob for the next hour. 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 a rodent could fit through.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an 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. You cannot carry any items while transformed.
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.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Nature is the beastmaster's domain. While in the wilds, they can climb trees and cliffs with ease and dash through dense underbrush that anyone else would need a machete to navigate.
You gain the following benefits at all times.
You may move easily and without a roll in any of the following situations.
You only gain the benefits of this effect if you are in an area without a human building within 300 feet.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. 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 one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.