Viewing Base Power - Injure
Deal a burst of damage

Create a Injure Power

Description

You have some form of supernatural attack which does a burst of damage to a target at a distance.

System

Spend an Action, Exert your Mind, choose a target within [[range]], and make a roll (determined at power creation), Difficulty 6. The target may use a Reaction to dodge, parry, or resist, depending on the flavor of the Power. (If a non-dodge/parry resistance roll is used, determine its Attribute and Ability at Power creation).

Damage dealt equals the difference between your attack roll's outcome and the resistance roll's (if one was made), plus [[damage]].The target's Armor is [[armor-effectiveness]].

Enhancements

Concealed (This Power is not obviously supernatural. If it requires an Action to use, you must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Erratic but Deadly (When your Attack hits, flip a coin. If you lose, it deals -4 Damage (to a min of 0). If you win the flip, it does +3 Damage.)

Curse (Instead of taking effect immediately, you may apply this Power as a curse. Specify a condition that, when fulfilled, causes the suspended effect to occur. The target is immediately made aware that they have been truly cursed and of the condition.)
Any activation rolls occur when you attempt to cast the curse, not when it takes effect. The manner of the target being made aware is flexible. Speaking the curse aloud is a popular choice. Any creature that has been "awakened" to supernatural phenomena will know that they have been truly cursed, while more naive targets may believe that you are lying. If this Power has a visual effect, it still occurs at the time of cast. If the Power is one that can be dodged or otherwise Reacted to, it is still dodgable at time of casting. No two active curses may have the same Condition.

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Long Cast (This Power takes 3 minutes to activate.)
Traumatic (Make a Trauma roll when you use this power)
Double-Edged Sword (You are affected by this Power to the same extent as your target.)
Cannot be taken on Powers that provide buffs of any kind.
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Poison (Instead of using this Power directly on a target, you must prepare it as a poison. Anyone who drinks or is injected with a full dose of the poison is fully affected by the Power and cannot make any resistance rolls. Prepared doses expire in 24 hours.)
Preparing a dose of Poison takes one hour, but any number of doses may be prepared in that time. Any activation-restricting Parameters must be at their default level (e.g. range), and few if any cast-restricting Drawbacks (e.g. long cast) can be taken. This does not reduce Power activation costs, so if you prepare a dose before a Game, you will be Exerted as normal. Any activation roll for this Power is made when the dose is consumed, not when the poison is prepared. Minimum dose size is a thimble’s worth of fluid. Any decisions about the Power’s behavior that you would normally make at cast time are made when the poison is prepared instead. A prepared poison is a physical object that must be carried and may be lost, stolen, or given away. Drawbacks around activating this Power (ritual, long cast time, etc) are restricted or apply to the dosing of the Power instead of its preparation. If a partial dose is taken, the Power may be partially effective at GM’s discretion.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (Possession of this Power causes a mutation that is ALWAYS present and marks you as inhuman and/or supernatural. At a minimum, the chosen mutation must be apparent if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor.)
Unlike the standard "supernatural" appearance of Powers, this mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. This drawback is not suitable for Cell Settings where the supernatural is commonplace. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Damage

Default Level: 2

Seasoned Threshold: 3

Veteran Threshold: 5

  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7

Parameter - Range

Default Level: 1

Seasoned Threshold: 3

Veteran Threshold: 5

Eratta: Unlimited range still requires you to aim in some way, whether it be through a scrying pool, a mark on your target, or gps coordinates.

  1. Arm's Reach
  2. 45 feet
  3. 300 feet
  4. 1000 feet
  5. 1 mile
  6. 10 miles
  7. Unlimited

Parameter - Armor Effectiveness

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. Fully Effective
  2. Reduced to 1/2, rounded up
  3. Reduced to 1/4, rounded up
  4. Completely ignored

Example Powers