Reaching into its host's mind Kazarisu pulls one thing- the memories of destruction, breaking, and bringing down structures. But for the beast, a person and a building make no difference, they all break just as easily.
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In an act of anger, aggression, or just the need to defend himself the Kamaitachi Kazarisu will act on those emotions, especially when threatened. Twisting and spinning around its host, it seems to gather wind, staying unseen and invisible as it just looks like he was enveloped in a light whirlwind. At the same time, Ricter will take out a small wooden mallet and swing it at the target, which seems harmless enough. Immediately after the beast forms its own much larger hammer rakes and sweeps it toward the target, leaving a shotgun-like gust of air that slams into the victim.
With how the wind circles and spirals around anyone can notice the attack building. Yet the monster stays hidden, all before the attack is thrown, showing a minor glimpse of its jagged fur and grizzly stare before the wind, and the beast vanishes.
Spend an Action. Select a target within 45 feet. You must actively and obviously use a wooden mallet to activate this Effect. Roll Dexterity + Crafts 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.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
Cornelius Valentine channels the divine power accumulated within his body to create a glowing pink shield which will guard his target so long as he can maintain it. The shield is capable of rapidly repairing itself, allowing it to easily withstand any weaker blows.
Exert your Mind and spend an Action to activate. Select a Animate target within arm's reach. Roll Charisma + Influence 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.
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. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
Jacobs life before the civil war he was fighting for the british to subjagte the unruly Americans. Firearms were unreliable so he spent this lifetime mastering his use of weapons.
You gain the following benefits as long as you are engaged in combat with melee weapons.
+2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.
You also gain the following effects:
i do a little flute song and a rat scurries along
Exert your Mind and spend an Action.
Summon a single Non-Sapient, Animate rat at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. You may have at most one active at a time.
Black Specs fill up the wound and becomes that part of the body
utilizing Necrotizing fasciitis to his advantage, while it decays the living, it repairs the undead!
Exert your Mind and spend 15 minutes to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + 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.
The "Creator" is surrounded by an immense amount of Celestial energy, Almost overflowing, Then this energy is poured into the object, life is grant, A new being is born, To carry out the Creators will.
https://tenor.com/view/made-in-heaven-jojo-stand-gif-19197510
The user shares his gift of life with the object, Giving birth to a new being. The new being is eternally loyal to the Creator, Following his will to its last breath.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a rolling luggage bag (50 liters). This Effect cannot be used unless I am with another contractor. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Inanimate object starts attacking everyone. You must actively and obviously use Food to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can only maintain one animated object at a time.
Animated Objects have the following restrictions and capabilities:
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
The detective squints, drawing on years of police experience to find any hidden drugs, weapons, or other illegal objects, no matter how well-hidden.
Exert your Mind and spend an Action.
You automatically detect all illegal materials within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. You do not learn any details about the detected items.
The time-twister presses a button on one of their wristwatches, and, in a flash of orange light, disappears. They have skipped 12 seconds forward in time. To them, the travel is instantaneous, but everyone else must wait until they reappear.
Exert your Mind and spend an Action. You must actively and obviously use a clock or watch to activate this Effect.
You phase out of reality for 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.