The realization that something is false triggers a particular reaction in the brain. Upon dispelling an illusion of Leon's through brute force he can force that reaction upon someone in the ensuing explosion of mystic energy. Then, when he has magic and an impulse to jump on, he feeds a little more into it and causes it to loop back in on itself. With Joao Jean's latest and greatest trick, the loop continues. Resonance aligning their mind momentarily with the state of their many possible alternate existences and past possibilities. Striking to the core of their mind as the magic tears through their brain, turning it into so much silly putty until they become unable to accept the notion of the untrue, their mind going in spirals as what was becomes as true to them as what is, and the implausible becomes incomprehensible. The fear of what could be and the pain of never knowing to haunt them throughout their days as the merest glimpse of the world beyond drives them to madness.
This Effect activates whenever Another person takes an action that would have an illusion of his suffer the equivalent of a severity 2 injury or more. It does not require an Action or Exertion. Select a single Sapient target or a Location within 300 feet. If you select a Location, all Sapient targets within 300 feet within 20 feet of it, besides yourself, are affected. “Your target should be intuitively based on the triggering event. You must actively and obviously use A musical instrument to activate this Effect. Roll Charisma + Performance at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the affected targets takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the affected targets will gain Fear of the supernatural as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The illusion discorporates into a swarm of hooks that dig into the person and attempts to rip their soul apart.
Possession of this Power grants the following Trauma at all times: Pictures hanging in a hallway and the fragment of a song: Roll self control to not stop to identify music when it's played.
In one moment, Ally is angry.
In the next, the young girl twists, her face deforming, bursting into a savage, growling muzzle. Her eyes have turned entirely gold as bones crack and her form swells - her size nearly doubles. Her hands turn into paws, a large tail bursting from her back.
She glows almost incandescent with rage, and looking upon her causes a deep, paralyzing fear.
Exert your Mind and spend a Quick Action.
You transform into savage werewolf for 30 minutes. You have access to all of your Powers while you are savage werewolf, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2. Your Stress is reduced by 2.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Delirium - people who see you have a deep, instinctual, and occasionally traumatizing fear.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
S0L's metal frame starts glowing red when hit and a lash of burning heat strikes any foe not getting out of arm's reach in time. An unexplicable nightmare of all light on earth vanishing plagues S0L as long as they are relying on this protocol.
You gain the following benefits at all times.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Possession of this Power grants the following Trauma at all times: Nightmares of Fleeting Light.
He can almost instantly bond with people he meets. He can say the right thing at the right time, switching his mannerisms on the fly.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Phobia of being alone (especially in a quiet place).
You also gain the following effects:
Squirrel stops, holds up his hand to stop the group and leans over the ground, pulling back the grass to reveal a footprint. "Yee yee, we got'eeem now boys!" He leans over the print, sniffing it with the his nose just over it, then you hing his finger to it and having a taste of the soil...
He spits it out. "Tiger. Recently fed... Seems like it ate a family pet yesterday, still a tinge of dog blood in his prints.. We'll get him." He continues to search the area and eventually finds the trail again, only to take off running like a madman.
The Mind roll represents how "obvious", simple minded, and bestial the creatures behaviors, and thus, squirell's predictions, are.
Exert your Mind to activate. Select a Sapient target or a Creature at any range. Activation requires possession of the target's Track/Prints of the target, which is used up during the process. This Effect cannot be used unless Target can't be human. At the end of your investigation, roll Perception + Animals at Difficulty 6. The target resists by rolling Mind at Difficulty 7.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Possession of this Power grants the following Trauma at all times: Compulsion to hunt the last creature I used this power on immediately..
He’s pretty charming!
You gain the following benefits as long as You must be able to remember the teachings of the important joke book..
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
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.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.