Xander places two fingers below his blind eye - the symbol on his eye patch seems to swirl as his other eye rolls white - the Evil Eye releases malicious vibrations in the aura of the target, causing internal injury in the lucky, or reaching a crescendo to explode the head of the less fortunate.
When this effect is suspended, the target will frequently suffer headaches, nose bleeds, & a ringing in the ears as the deadly vibrations bounce around inside them.
Exert your Mind and spend an Action. Select a Living target within 50 feet. You must actively and obviously use Eye Patch to activate this Effect. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: One Eye.
The Ashen One's ability to defend more than just their Mind is aided by the comfort of their shield and stoic solitude.
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
the saint, once weak and frail, was taught much by his friends, and has mastered that which once eluded them.
You gain the following benefits as long as you are engaged in combat with Spears.
+2 dice to all rolls utilizing Spears.
You also gain the following effects:
You've always preferred the company of machines to people. Maybe because, unlike people, they tend to do what you ask without much fuss.
Exert your Mind and spend 2 Actions. Select a Computer within arm's reach. Does not work on Alien technology. You must actively and obviously use a device-compatible cable to activate this Effect. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.
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.
The air around him is always moving, never stale or calm, which only picks up into a whirlwind when he starts moving quickly or acting. Helping to push and carry his momentum into everything he does.
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Every day he becomes closer to the yokai spirit of the Kamaitachi, a creature of the wind that summons dust devils and whirlwinds passively. Even now he is beginning to summon these anomalies passively without realizing it. As such he becomes more in tune with the wind, feels its flow, moves quicker using it, and reacts much faster than any normal person is capable of.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Solider is accustomed to going long periods without food or water and can operate on very little sleep.
You gain the following benefits at all times.
You may go five times longer than a normal human without food, water, sleep, and air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The Werewolf’s body, long caught in the crossfire between human and beast, has developed a powerful coping mechanism. It draws upon the conflict, healing severe injuries in a matter of days.
You gain the following benefits at all times.
Any Injury you receive from a source other than silver or fire. heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from silver or fire. are increased in Severity by 1.
The musician pours their heart and soul into their music, giving others some much needed perspective and solace and all around good vibes. This can be a temporary easing of the mind, but with prolonged music therapy it can even permanently cure psychic damage.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. This Effect cannot be used unless you continuously play music for your target during the activation. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.