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 defend by rolling [[defense-roll]].

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

Enhancements

Cantrip (Activating this Effect has no Exertion cost, but its Gift Cost can never be increased above 2.)

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. 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.

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 Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.)

Painful (The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.)
This is in addition to any other penalties the target may have. Can be reduced by the "Grit" Effect.

Forceful Blow (If the target receives an Injury, they are knocked back 5 * Severity feet.)

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.

That's Gonna Leave A Mark (If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.)

Beam-o-war (You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.)

Conditionally Costless (This Effect does not require Exertion in certain circumstances. The condition should be balanced such that it has an activation cost the majority of the time you are able to use it.)
If you take this Enhancement, you must be able to use the Effect 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 Effect is costless any time you can cast it.

Concealed (Using this Effect is not obvious. Choose a Tell that occurs only when you use the Effect; if-- and only if-- someone suspects that a Effect 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.

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 (Using this Effect requires a specific kind of item.)
Subject to Playgroup Leader approval. Drawing an accessible object (such as one in a holster) counts as a Quick Action (-2 dice), and removing something from a backpack or luggage requires a Full Action.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen. You must use / wear this item as intended to use this Power.)
Once per Day (You may only use this Effect once per day.)
Conditional (This Effect is only available when a certain condition is met. This condition must be severe enough that this Gift is unusable the majority of the time.)
The condition must be significant. Subject to GM approval.
Long Cast (This Effect takes one minute to activate.)
Traumatic (You must make a Trauma roll when you use this Effect.)
Biohazard (This power only affects Living targets.)
Critical Failure (Roll a single D10 when you activate this Effect. 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 Major Battle Scar, or an effect counter to its purpose.)
Exhausting (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 penalties stack. If you activate this Effect or another Effect with Exhaustion, your penalty will continue to worsen.
Sacrifice (Activating this Effect 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 Effect consumes some material good in addition to its other costs.)
Mage (Activating this Effect 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 Effect 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.
Monstrous (Possessing this Power causes a mutation that elicits a strong, negative social response from the average person in your setting. The mutation is visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
This mutation is ALWAYS present, even when the Gift is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Gift with the Monstrous Drawback per Contractor.
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.
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.

Parameter - Damage

Default Level: 2

Seasoned Threshold: 3

Veteran Threshold: 5

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

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

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

Parameter - Damage

Default Level: 1

Seasoned Threshold: 2

Veteran Threshold: 4

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

Parameter - Range

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 5

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

Example Powers

Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.


Exert your Mind and spend at least two Actions performing the following ritual: touch five pressure points on your target to activate. Select a Living target within arm's reach. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 3. The target's material Armor is completely ignored.

  • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.