Viewing Effect - Injure
Deal a burst of damage

Create a Injure Power

Description

You have some form of supernatural attack which Injures a target from a distance.

System

Spend an Action, Exert your Mind, choose a target within [[range]], and roll [[attack-roll]]. The target may use a Reaction to dodge, parry, or resist, depending on the flavor of the Power. (for Powers where dodging or parrying is not appropriate, the defender rolls [[defense-roll]]).

Damage dealt equals the difference between your attack roll's outcome and the resistance roll's (if one was made), plus [[damage]].The target's Armor is [[armor-effectiveness]].

Enhancements

Concealed (This Power is not obviously supernatural. If it requires an Action to use, you must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

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 immediately made aware that they have been truly 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. Any creature that has been "awakened" to supernatural phenomena will know that they have been truly cursed, while more naive targets may believe that you are lying. 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.

Erratic but Deadly (When your Attack hits, flip a coin. If you lose, it deals -4 Damage (to a min of 0). If you win the flip, it does +3 Damage.)

Accursed Wounds (Injuries caused by this Power do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed supernaturally.)

That's Gonna Leave A Mark (If the target takes damage from this Power, they will receive a Battle Scar regardless of the Severity of their Injury.)

Painful (The target suffers a -3 dice penalty for the next hour, or until the Injury is healed.)
This is in addition to any other penalties the target may have.

Forceful Blow (If the target takes damage, they are knocked back 5 feet per damage taken.)

Shredder (If you successfully hit your target, the value of any armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.)
For types of armor where "repairing" doesn't make sense, including many flavors of the Armor power, the penalty will instead last until the Injury is healed. The penalty does stack if the target is hit multiple times.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
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.)
Long Cast (This Power takes 3 minutes to activate.)
Traumatic (Make a Trauma roll when you use this power)
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.)
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
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.
Sacrifice (Activating requires you to Exert your Body 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 (Possession of this Power causes a mutation that is ALWAYS present and marks you as inhuman and/or supernatural. At a minimum, the chosen mutation must be apparent if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
Unlike the standard "supernatural" appearance of Powers, 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. This drawback is not suitable for Cell Settings where the supernatural is commonplace. Maximum of one Power with the Monstrous Drawback per Contractor.
Consumable (Instead of using this Power directly on a target, you must prepare it as a consumable material. Anyone who drinks or eats a full dose is fully affected by the Power and cannot make any resistance rolls. Prepared doses expire in 24 hours.)
Preparing a Consumable dose takes one hour, but any number of doses may be prepared in that time. Any activation-restricting Parameters must be at their default level (e.g. range), and few if any cast-restricting Drawbacks (e.g. long cast) can be taken. This does not reduce Power activation costs, so if you prepare a dose before a Game, you will be Exerted as normal. Any activation roll for this Power is made when the dose is consumed, not when it is prepared. Minimum dose size is a thimble’s worth of fluid. Any decisions about the Power’s behavior that you would normally make at cast time are made when the dose is prepared instead. A prepared dose is a physical object that must be carried and may be lost, stolen, or given away. Drawbacks around activating this Power (ritual, long cast time, etc) are restricted or apply to the dosing of the Power instead of its preparation. If a partial dose is taken, the Power may be partially effective at GM’s discretion.
Slow (Instead of dealing damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per round until it reaches the Severity it would have otherwise been.)
Armor is counted only once, when calculating the ‘target’ Severity.

Parameter - Damage

Default Level: 2

Seasoned Threshold: 3

Veteran Threshold: 5

  1. 1
  2. 2
  3. 3
  4. 5
  5. 7
  6. 10

Parameter - Range

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 5

Eratta: Unlimited range still requires you to aim in some way, whether it be through a scrying pool, a mark on your target, or gps coordinates.

  1. Arm's Reach
  2. 45 feet
  3. 300 feet
  4. 1000 feet
  5. 1 mile
  6. 10 miles
  7. Unlimited

Parameter - Armor Effectiveness

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Fully Effective
  2. Reduced to 1/2, rounded up
  3. Reduced to 1/4, rounded up
  4. Completely ignored

Example Powers