Gustav's stomach harbors the bound demon known as Gutrot. When this power is invoked, Gustav employs his Demonic Grimoire—a sinister notebook filled with unholy incantations—to summon Gutrot's influence and infuse objects with demonic energy. A torrential deluge of sulfuric-black ichor erupts from Gustav's mouth, showering the selected objects in a shadowy, corrosive substance. This ichor possesses an extreme level of causticity, and once its effects subside, the affected items bear unmistakable scars and pits from the acidic onslaught.
Exert your Mind (unless you win a coin flip) and spend 1 Action. Select a non-Alien Device within arm's reach. You must actively and obviously use Demonic Grimoire to activate this Effect. Make a Trauma roll when you activate this Effect. Can be used on Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
You may choose a second valid Device target while activating this Effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 2 to those actions for the next two hours.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Demonic Projectile vomit.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
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.
Neil is shrouded in miasma, and then steps sideways, into a grey realm. After walking for a time in this realm, he steps out, now at his destination.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are followed by a hostile creature from a realm of Darkness.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
Bu Fang offers up a nice meal. Using it to lead a conversation, the meal relaxes the targets mind, so much that they start spilling their secrets without knowing. They don't even realize as they chat, Bu Fang leading them on in the coversation.
This Effect activates whenever eats a Fascinate meal. It does not require an Action or Exertion. Select a Sapient target within 20 feet. “Your target should be intuitively based on the triggering event. You must use up Trapped meal in order to activate this Effect. At the end of your investigation, roll Charisma + Influence 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.
Any information you gather is a dinner conversation and made publicly available.
"duke swing his arm causing a invisible wave of hurting,slowing damaging the target from inside out.
like a komodo bite,the longer it takes for you to treat it,the more easy is to take the prey out."
"duke swing his arm with all his might,making a gust of wing going straight for the target's body.
mere seconds pass they start to growing internal pains,that get worse In every hour,and if not treated they will perish."
Exert your Mind and spend an Action. Select a Living target within arm’s reach. Roll Dexterity + Brawl at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
This is a power that Luci could not hope to wield, even with Ena's help. No, it is Ena herself who is solely capable of something so cataclysmic in scale and even then, she can only do so on the backing of specific conditions. There is only a small window in which Ena can amass the power to rip open a one-way portal from the Well:
- Luci's alternate form, Ena, must be triggered and active.
Whereafter, Ena clasps their hands together and chants with a wide smile upon her face. Ink surges out from beneath her feet in vast quantities, using it as a medium to jump start the portal that leads to the Well. And once it takes, the flow becomes a cascade that surges forth in large quantities, working rather quickly to rapidly fill out a large space. Along with the hazy darkness comes a dizzying feeling of being upside down and inside out. The air is thick and suffocating, and slows the mind. An uncountable number of creatures from oblivion reach out of the refuse, touching, grabbing, pulling, biting, scratching, clawing, crawling, and gnashing like mindless beasts.
Those that are unfortunate enough to be close enough to see Umbra activate this effect will meet eyes with one of The Well's Eidolons. And take it from Luci herself, that is no fun experience.
Exert your Mind and spend an Action. This Effect cannot be used unless when Luci is within her Alternate Form. You must use up 4,000 Liters of Ink in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You create a hemispherical dome of inky viscious refuse originating at your Location, with a radius of 200 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Umbra's pure and sinister adversarial intent. It's almost as if a heavy pressure of immeasurable magnitude slowly dawns onto those around. All of her uncontainable intent to burn the world to the ground, backed by the insatiable hunger of the Well at her fingertips. And there is nothing to exemplify that more than with this ability.
You may only use this Effect once per day.
The air glimmers around Shelby as they speak. Power hangs heavy for a moment, vanishing as the deal's sealed with a kiss. Breaking promises like that breaks hearts- in this case very literally.
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 kiss 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 Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
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.
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 a minute. 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 musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance 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 you with Damage equal to your Outcome + 4. Armor is fully effective against this Damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.