Viewing Effect - Age
Cause a target to age rapidly

Create a Age Power

Description

You may rapidly advance a target's age, causing their body to atrophy if they are old enough.

System

Exert your Mind, choose a Living target within [[range]], and roll [[attack-roll]], which the target can contest by rolling [[resistance]]. If you succeed, the target is aged by [[amount-aged]].

If target is human and aged beyond 40 they must roll Brawn difficulty (age/10 rounded down). If they fail, they lose Attribute point from either Perception, Brawn, or Dexterity (chosen randomly). Botches subtract additional Attributes. In the event that they are aged more than 10 years, they must make one such roll for each decade. Reducing any Attribute to 0 causes death (A Perception of 0 causes an indefinite coma).

Eratta

If you age a particularly young target, they may gain Attributes as appropriate, but never to a rating beyond 2 (or average for their species).

Enhancements

Control (Upon success, you may choose to age the target for less than the value of [[amount-aged]], and, if Attributes are drained, you may choose which ones.)

Methusela (Each time you age a Sapient target, you stop aging for a period of time equal to one tenth what you aged them.)

Taste of Youth (If you age a Sapient target with this power, your physical age is reduced by the same amount. The effect lasts one day.)
While youthful, the GM may give modest dice bonuses to physical Actions at their discretion.

Curse (Instead of taking effect immediately, you may apply this Power as a curse. Specify a condition that, when fulfilled, causes the suspended effect to occur. The target is informed that they have been cursed and of the condition.)
Any activation rolls occur when you attempt to cast the curse, not when it takes effect. The manner of the target being made aware is flexible. Speaking the curse aloud is a popular choice. Unless this Power is Concealed, the target is likely to believe they've been truly cursed. If this Power has a visual effect, it still occurs at the time of cast. If the Power is one that can be dodged or otherwise Reacted to, it is still dodgable at time of casting. No two active curses may have the same Condition.

Concealed (This power is not obvious, and it is hard for others to notice its use. Choose a Tell that occurs only when you use the Power; if someone suspects that a Power was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
Consensual (Can only be used on consenting targets.)
Long Cast (This Power takes one minute to activate.)
Wears off (Target returns to their original age over the course of the next week.)
Limit (There is a limit to how far you can age an individual.)
Reversal (If you fail this Power's contested roll, the effect is applied to yourself instead of the target.)
Any benefits you would have enjoyed are applied to the Target as well.
Nature's Course (You may not age Humanoids with this power, only plants, animals, and monsters.)
Critical Failure (Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Exhausting (After activating this Power, 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 penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Arm's Reach
  2. 20 feet
  3. 300 feet
  4. Line of Sight

Parameter - Amount Aged

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 4

  1. Outcome in months
  2. Outcome in years
  3. Outcome x3 in years
  4. Outcome in decades
  5. Outcome x3 in decades

Example Powers