It's one thing to make a promise. It's something different to make a promise under God. With Jarrod having the power of God behind his words, those promises can become quite binding.
This Effect cannot be used unless it only imparts the unconsiousness, Mark, or deafness.
You may make an oath with any number of Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must placing a hand on a bible or cross, and saying "I solemnly swear" 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 targets 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 targets, you must succeed a contested Intellect + (Culture or Influence) roll.
You may revert a penalty for breaking one of your oaths on any participant other than yourself.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
The targets may be at any range, but you must still be able to communicate the terms to them, and they must be able to placing a hand on a bible or cross, and saying "I solemnly swear".
The same terms and penalties must apply to every party in each deal.
All oaths you create last 12 hours maximum
Edward has learned, through his necromantic powers, how to heal major scars and permanent injuries. When he does this, the target's scar, if it is something that is visible, is enveloped in a green glow as it fades away.
Exert your Mind and spend an hour. Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Any Battle Scars you heal leave behind a Severity 2 Injury on your target that must heal naturally.
As the spectral visage of Archibald Hood evaporates off your body, you call forth a localized storm to harry those who would stand in the way of your expedition.
When this power is activated, you must roll self control to prevent Captain Hood from steering the ship.
Exert your Mind and spend an Action. Select a Location within 20 feet. Make a Trauma roll when you activate this Effect.
A suppression field with a 35 foot radius appears at the target location for the next minute. While inside the field, all Living targets have their sense of hearing suppressed. Any roll requiring hearing automatically fails, and other relevant rolls suffer up to a -3 dice penalty at the GM's discretion.
You may only use this Effect once per day.
Luminous, using the light from the source, bends at his will, using the light, he essentially blesses the scar and uses the light to fill in the injury, slowly converting the light to mass and adapting it to the injury.
Exert your Mind and spend a minute. Select a Living or Animate target within arm's reach. You must actively and obviously use Soul Orb/source of light to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
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.
Vivian winds up her fist, slamming it into the bruised and battered grunt, sending them flying and impacting into the wall.
(legally distinct) BLACK FLASH!!!!
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Intellect + 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 4.
If the target receives an Injury, they are knocked back 5 * Severity feet.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Esmerelda can control the emotions of others and can make people feel in various different ways
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. This Effect cannot be used unless Esmerelda is active. Roll Charisma + Occult 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 the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Slime oozing from Boe.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
The seasoned necromancer's darkest art spits in the face of the natural order. Given sufficient preparation, they may temporarily revive any dead individual.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach that has died within the last month.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts for eight hours or 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.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes all weak-minded beings away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Roll 7 dice Difficulty 6, dice penalties do not apply.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 3 Rounds. Any beings with 6 Mind or less within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area: