While holding a blood covered knife, they mumble gibberish before vanishing into nothing.
Xylix, the Saint of Deceit, Luck & Creativity
Followers of Xylix embrace deception and mischief- for in cunning lies the greatest spark of creativity. Revel in unpredictability and misfortune, for that is how the seeds of innovation are sown. Let your every word be a jest, your acts a performance, and your every step a dance to hear Xylix's laughter echo in the cosmos.
Xylix boos at boredom, predictability, routine, and monotony, he showers you with foul luck for it.
Exert your Mind and spend two Actions performing the following ritual: mumbling incantations. You must actively and obviously use a knife covered in blood to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
The Jester shines in the flickering light of the campfire, bringing his lute and unerring wit to bear against the fears and stress his companions suffer.
His songs heal.
Exert your Mind to activate. Select a Living target within arm's reach. You cannot target yourself. 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 + 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.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
An egg-shaped sphere bulges under the skin of your chest area then travels to the palm of your hand and erupts from it.
It spawn a sentient mass of flesh the size of a thumb phalanx that will grow delicate tentacles and a single insect like eye in a matter of second.
If alive and not needed the minion go inside your stomach to feed on nutriment in the stomach acid.
In addition to their insect like eye, they sense the world around them via the vibrations they receive with their tentacles and can communicate with you by producing slight vibration with one of their tentacles.
Take a Severity-1 Injury and spend an Action. You must use up flesh (at least 0,5 pound) in order to activate this Effect.
Summon a single flesh blob at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see an egg-shaped sphere bulges under the skin of the chest area, then travels to the palm of your hand and erupts from it, spawning a sentient mass of flesh.
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.
While gorging himslef on protein, Bert's wound tissues writhe with new, cancerous growths. Tumer-like tentacles slither over each other, pulling the wound closed. Once the flesh stills, there is only a thin, pink line.
You gain the following benefits as long as you consume 5 pounds of protein.
Any Injury you receive from a source other than Fire heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from Fire are increased in Severity by 1.
Stan pulls down his shades, looks the person he's making a deal with in the eye, and lists out his terms and conditions to them. While this is going on, everyone gets the impression that the world goes a bit dark and a spotlight shines on the two. It sounds like camera shutters are going off; paparazzi can’t get enough of this. Afterwards, he asks if they agree to them, then they shake on it! The sensation of stardom fades away as if it were never there, only leaving the other person with just a taste of the fame. Was it even there?
Injuries are inflicted by converting stored potential energy located internally within their bodies into kinetic energy. Traumas and incapacitation can be caused by sudden concussions from the impacts.
You must actively and obviously use kickass shades to activate this Effect.
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 shake hands 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.
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.
screaming madness ripples through 096-2 as it enters an enraged state and charges twords its target
You gain the following benefits as long as wound level 2+.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
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.
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 aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
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.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's 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.