Edgar leans in close to the grappled or restrained target, using his thin pebbled tongue to extract a live maggot infesting his body, which he then inserts into an ear, a nostril, the mouth, or another orifice of choice - he then pronounces the terms upon which the maggots will mystically multiply, consuming the victim from within...slowly.
A curse learned from the vile pages of the Cultes des Goules, this effect relies on maggots that have come to live within the bodies of the Ghouls themselves, feeding on detritus & rotting flesh that lodges between the creatures teeth. These maggots are not generally harmful to the Ghouls, but if forced into healthy flesh they can be unnaturally voracious, made even more so by a Maledicta from the dread book - when the curse is fulfilled, the maggots multiply within the victim, eating him from the inside out in an excruciating process that can take up to a minute - of those killed by The Worm Turns, only bones remain.
Exert your Mind and spend an Action to activate. Select a Living target within arm's reach. This Effect cannot be used unless the target is grappled or restrained. You must use up a live maggot in order to activate this Effect. Roll Brawn + Brawl 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 7. The target's material Armor is completely ignored.
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."
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.
The user spends the course of the treatment physically or emotionally comforting themselves or the target, choosing to weigh the pros and cons of the issue in a lighthearted way.
just got over a long term relationship? They were toxic anyways. You have a crippling fear of sharks? Sharks are actually kind of like dogs, you know?
If the user is unable to vocally comfort their target or themselves, this power can extend to the usage of research over the internet or through different forms of media.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, 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 + Influence 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.
Your patient is required to not be an a situation where they would roll Self-Control on the treated trauma. for the next month. If they violate this rule, your treatment is immediately reversed.
arron can make Barrier that protects the person or thing of his choosing it can block all kind of incoming damage except mental one
Spend an Action to activate. Select a Animate target within arm's reach. You must actively and obviously use Necklace of the mist to activate this Effect. Roll Dexterity + Occult at Difficulty 6.
If you succeed, you create a Barrier around your target, which absorbs the next Outcome Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
The Barrier will fall after an hour, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Gift's level is capped at 2 Gifts and cannot be increased further.
The Psych-Scope is a single canister gas mask with thick glass goggles. You don the mask, securing the straps to the back of your head. Pressing a small switch patched into the right side of the mask activates its paranormal scopes, tinting the glass lenses into a shade of blue when detecting physiological data and red when determining dream data. Data is provided to the user through a HUD. Upon activation the user feels a rush of paranoia as the visualization of the target's affliction and nightmare data sends a shock to the nervous system. While the scope appears as little more than an odd choice of attire, its activation is obvious to onlookers as the lenses begin to emit colored light.
To fix a problem, you've got to find it first, and seeing is believing. The idea of the Psych-Scope came to Dr. Maddox in a dream, but it's design..that came from something otherworldly. The Psych-Scope's lenses are able to compose visual representations of conditions and traumas that a person is being affected by. The realistic manifestations found only within the target's mind, often deep within their subconscious can be unsettling. While active, it is hard to determine real from imaginary as the scope convinces your mind that the manifestations are tangible and not all dreams can be easily envisioned by an outside mind.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You cannot investigate the same target more than once per hour. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Dr, Rockman hits you in the head aggressive and repeatedly with astonishing force and you can't remember what the problem was
Exert your Mind to activate. Select a Living target within arm's reach. 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 + Medicine 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.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see It looks as though he is beating the target to death.
Michelle nervously adjusts her glasses before focusing her gaze on her target. Her eyes take in every little detail; the twitch of an eye, a smirk or frown that belies their true thoughts or intentions. Anyone looking would see her pupils dilated almost to the edge of her irises.
Exert your Mind and spend a minute to activate. Select a Sapient target within arm's reach. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
The hacker can overload any electronic device by fiddling with their smart watch for a moment. The targeted device shudders and gets white-hot before bursting into deadly shrapnel.
Exert your Mind and spend an Action. Select a object that uses electricity within 20 feet no larger than a duffel bag (35 liters). You must actively and obviously use a smart watch to activate this Effect. Roll Intellect + Technology Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
Through years of practice, the mobster is able to shatter someone's kneecap without much effort.
Spend an Action. Select a Living target within arm's reach. You must actively and obviously use a melee weapon to activate this Effect. Roll Brawn + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
All alterations you make must damage the target's knees.
This Gift's Cost is capped at 2 and cannot be increased further.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.