Eric has gained the ability to manipulate the toxins that he has placed inside of another being's body. Utilizing this great new capability he sends the toxin that is actively eating away at the target into the main control center, disabling them and stopping it from sending signals out to the rest of the body. He seems to point at the target and says a few words, after that the target begins to suffer from Locked in syndrome as the toxin takes over the central system that is controlling the being
Toxins include poisons, venoms, nerve agents, tranquilizers, and other dangerous substances that are spread via the circulatory system,
The injure and afflict are considered toxins
Spend an Action. Select a Living or Animate target within 30 feet. This Effect cannot be used unless the target is currently suffering from a Toxin. Roll Intellect + Crafts at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 minutes, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 rounds. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
This Gift's Cost is capped at 2 and cannot be increased further.
Philly snaps three times before a lit spray can seemingly spawns from nowhere and is punted at the target.
* If in full combo
Philly's singing/rapping seems to energize the air around the target as it spontaneously ignites in rainbow flames.
Any flame Philly controls also glows this rainbow aura regardless of state.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
When he throws a card, whether it be metal tipped or your average day cards, they always seem to be lethal with every strike.
You gain the following benefits as long as you are engaged in combat with Cards.
+2 dice to all rolls utilizing Cards.
You also gain the following effects:
The Contractor's face shifts. A black ooze drips from their eyes and mouth, which is mirrored on the target.
The Church of the Cleansing Soul brought to life a child, meant to be bear the weight of the world's pain to offer purifying of the mind and soul for any who stepped into the cleansing fire the child emerged from. As it turns out, a child's mind cannot hold the horror of eternity without venting that horror like a pressure pot waiting to explode.
They did not provide a big enough pressure valve. And they suffered for it.
Now, the Weeping Soul shares this agony with others, trying to find catharsis in seeing others burdened with their pain - not out of malice, but necessity and tantrum rage. It simply isn't FAIR.
Injustices that Trigger this Gift:
-seeing a Good Person injured purposefully or being injured accidentally and not receiving an apology
-a Good Person being lied to or lying
-something of value being taken away or withheld from a Good Person
-a Good Person being stolen from or stealing
-verbal abuse (cursing at people, name-calling, general cruelty)
-anything that would make you a Big Meanie
This Effect activates whenever a valid target within range is witnessed doing something that would prompt an injustice roll from this individual if left unaddressed or resolved. 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. Roll Charisma + Occult Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If your Contested Outcome is positive, your target takes 1 point of Mind Damage and gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a small child bleed black blood from their eyes and mouth. This is not a normal child - something is VERY wrong here.
The user outwardly looks normal when not in use. While actively utilizing the power, the body expands and contracts like rubber which can be quite jarring to witness.
You gain the following benefits at all times.
You are permanently and visibly transformed: Rubber. You are considered to be a Sapient, Living being when targeted..
Your appendages can reach an additional 30 feet.
You may make a +2 Weapon Damage Stretch Punch/Kick attack without additional equipment.
The Severity of any Injury caused by Slashing is increased by 2.
The nightmares. The horrible feeling of spiders in her blood. What was written on that sheet of paper she was given. All signs that Ame can’t quite piece together yet, but her body is slowly piecing together for her. Several barely noticeable lumps across her body, namely in the palms of her hands, the soles of her feet, and the back of her throat, have gained the ability to sprout 50ft lengths of webbing, that can be used for self defense, or even longer amounts when not in combat.
This webbing can be used as a garrote as well as a dagger.
You gain the following benefits at all times.
You are permanently and visibly transformed: a partial spider yokai. You are considered to be a Sapient, Living being when targeted..
Your appendages can reach an additional 30 feet.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water 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.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
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.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.