A pure black Tendril emerges from the ground. Cracking the point of exit it came from, wrapping around and attempting to injure the person Arthur wills it to.
Exert your Mind and spend an Action. You must actively and obviously use a silver ring to activate this Effect.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Lovecraftian black Tentacles popping out.
Bert's Maw opens, splitting his belly vomiting a stream of noxious biological sludge. The sludge adheres to the surfaces it lands on, and rapidly grows and hardens into a rough fungal form.
Exert your Mind and spend an Action. Select a Location within 50 feet.
Select one of the following alterations to create out of fungal growth originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a stream of vomited biomass that rapidly sprouts into a fungal growth.
Angus' epidermis has hardened to become an armor like substance. as flexible as skin but as jagged, cold, and durable as black ice. The ice is connected into his network of living ice allowing for the living ice in his veins to stabilize any wound that breaks through the icy layer. under direct light Angus' skin glistens like jewels. Extreme heat nullifies this property completely.
You gain the following benefits at all times.
You have 6 Armor, which reduces incoming damage from all sources of physical attack except Fire. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Once per Contract, anyone protected by this armor may use Will to Survive even if their own Will to Survive has been depleted. This ‘once per Contract’ limitation applies to the Armor itself and remains even if shared or given away.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. This Effect cannot be used unless you drink blood directly from a human until it injures them. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this damage.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the souls of those killed by previous blasts scream and wail about how torturous their death was.
With a growl, meep, gibber, or similar; Edgar makes it clear what happens to those who get in his way.
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet. This Effect cannot be used unless Alternate Form is activated. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Fear - Horror. They will outwardly display their emotions in an obvious and visible way.
Actions they take may be extreme and out of character for them. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
If you choose to use Chain of Screaming, your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
If the target fails or botches their defensive roll, they gain a Trauma, which must be related to the chosen emotion in some way.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a suitably terrifying display of his monstrous nature.
Manipulate objects using temporal energies in Orrata's body
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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’s penalty and duration stacks with multiple activations.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.