Legacy Power: Oath

Blood to blood, there's great freedom to be found within these binding ties.

A 1 Gift Afflict Power used by Kurt Falls, created by therustyy257.

Description

A blood pact is particularly demanding and dangerous for the user as the slightest slip up will mean losing control of their vessel and possibly very soul, though if performed sucessfully, offers great leverage over the unfortunate soul it's targeted at.

After a blood offering a condition is stipulated by the medium making the initial contact, should it be broken by the target of the pact the summoned entity will slowly and painfully drain the very life force out of them leading to inevitable death, the modality changes depending on the summoned entity, ranging from rotting insides to slowly peeling off skin, and anything in between.

The only way to reverse the degradation is to consume the blood of the medium and anyone assisting them.

System

Exert your Mind, choose a target within Arm's Reach, and roll Intellect + Occult Difficulty 6 as a Committed Action. The target may roll Body, Difficulty 6 as a Free Action to resist.

If you succeed, the target takes a Severity 1 Injury that is not stopped by Armor. This Injury will worsen in Severity by 1 level every 1 day. The target begins experiencing noticeable symptoms immediately. If the target is cured, the Injury remains but does not worsen.

The target or anyone who examines them may roll Intellect + Occult Difficulty 6 as a Committed Action to diagnose their affliction and determine how to treat it. The target may be cured by Drink the blood of the 05.

If this Injury would kill the target, they may roll a single die, Difficulty 6. If they succeed, they survive and are cured.


Enhancements

  • Tipped Weapon (You cannot activate this Power normally. Instead, Exert your mind to apply it to a weapon. The next Injury caused by the treated weapon will degrade as per this Effect. Prepared poison lasts 24 hours.)
  • Cantrip (Activating this Effect has no Exertion cost, but its Gift Cost can never be increased above 2.)
  • Remission (Instead of treatment curing the effect, it merely puts it into remission. It will re-occur once its Injury heals to 1 Severity or lower. Supernatural cleansing still permanently cures the deterioration.)
  • Lethal (The roll the target makes to prevent dying to this Power is now Difficulty 8.)
  • Epic Quest (The method of treatment for this Power may be extremely demanding or involved, and the Diagnosis roll is made at Difficulty 8. Requires that the Period Parameter is set to “One day” or slower.)
  • 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 informed that they have been cursed and of the condition.)

Drawbacks

  • Exhausting (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.)
  • Mage (Activating this Effect requires two consecutive Actions of Concentration. It involves intricate use of the body and voice. If interrupted during activation, the Effect fails. It is obvious you are preparing to activate an Effect during casting.)
    • Activation Ritual - Bloodletting ritual
  • Focus (Using this Effect requires a specific kind of item.)
    • Object - Bone ritual dagger
  • Sacrifice (Activating this Effect requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source. This Injury heals in 1 day and cannot be prevented or prematurely healed by any means.)
  • Long Cast (This Effect takes one minute to activate.)

Parameters

Period: 1 ( 1 day ) Range: 0 ( Arm's Reach )

Edit History

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Feb. 22, 2022, 11:42 p.m. - Adjustment Cost: 1. Text field change

Feb. 22, 2022, 11:42 p.m. - Adjustment Cost: 1. Text field change

- Feb. 22, 2022, 11:23 p.m. - New Cost: 1. Initial power creation

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