Post by Skylla on Feb 16, 2011 13:01:10 GMT -5
KEY[/u]
none --> No contact needed to activate this hand.
indirect --> You must touch or come near to something they touch (ie: sword, clothing, etc.) to activate this hand. Does not include the floor or something they lean against.
direct --> Your bare hand must touch bare flesh to activate this hand.
mental --> This hand affects the mind.
physical --> This hand affects the body.
NOTE: Each Hand has 3 levels of power; the first two levels are designated by bloodline and can increase by a Coming into Power. The 3rd level of power is granted when a sidhe obtains 3 more dueling victories than losses. If a nimbus obtains 3 more victories than loses, they obtain the Sidhe level of the power. Never can a nimbus hold the Master level without first Coming into Power.
Sidhe can activate the Nimbus level of their Hand, and the same goes for a Master being able to activate the Sidhe and Nimbus levels.
Seelie:[/u]
Blood, direct, physical—
Nimbus: For one turn, every wound you have made upon their body seems to throb with unbearable pain as the flow of blood increases.
Sidhe: Call forth every drop of blood from their body. An initial wound is needed, one that bleeds currently.
Master: Call forth every drop of blood from their body. No initial wound is needed.
Plasmic Dominance, direct, physical—
Nimbus: You can command the body of your opponent and force them to shift into the creature of your mantel. Being forced into such a painful procedure is often very distracting, though you have only seconds to take advantage of this.
Sidhe: You can command the body of your opponent and force them to shift into the creature of your mantel. Being forced into such a painful procedure is often very distracting. You have an entire turn to take advantage of this.
Master: You can command the body of your opponent and contort their flesh into shapes at your will. Only your imagination and the available flesh can limit the possibilities.
Decay, direct, physical—
Nimbus: When your bare hand is touched to the bare flesh of an opponent, the transfer of rot can be made. Your opponent then has three posts to win the match. This transfer of power becomes a mortal wound at the end of your opponents third post.
Sidhe: The bearer of this hand can rot and reform making it harder to inflict a mortal wound upon them. When your bare hand is touched to the bare flesh of an opponent, the transfer of rot can be made. Your opponent then has two posts to win the match. This transfer of power becomes a mortal wound at the end of your opponents second post.
Master: The bearer of this hand can rot and reform making it harder to inflict a mortal wound upon them. When your bare hand is touched to the bare flesh of an opponent, the transfer of rot can be made. The effects of this hand are instantaneous.
Dermal Glow, none, physical—
Nimbus: You will glow with a light that is unbearable to look upon. Those who dare to seek its brilliance with their eyes will be struck blind for the duration of the use of the hand. Do not look upon yourself, for you are not immune.
Sidhe: You will glow with a light that is unbearable to look upon. Those who dare to seek its brilliance with their eyes will be struck blind for the duration of its use and one turn afterward. Do not look upon yourself, for you are not immune.
Master: You will glow with a light that is unbearable to look upon. Despite their best attempts they must look (mental aspect). Hence, the use of this hand strikes them blind for two turns, no matter what.
Latrociny, indirect, physical—
Nimbus: They are tired, lazy, weak, unable to wield a weapon properly and with any sort of speed, giving you just the edge you need to finish them off. You have siphoned a little of their life-force to power yourself. You are faster, stronger, and smarter than before.
Sidhe: They now suffer the effects of sleep deprivation: including insanity, weakness, and the inability to concentrate. You have siphoned a little of their life-force to power yourself. You are faster, stronger, and smarter than before.
Master: They are unable to move though their mouth seems to be working fine. You have siphoned most of their life-force to power yourself. You are faster, stronger, and smarter than before.
Laxity, none, mental—
Nimbus: Fae are more at ease with you around. It is more likely for you to convince them to do something against their will than others.
Sidhe: Command the mind of another; make them dance like political puppets at the end of your string. Their mind is in your thrall, a servant to your own. They will not, however harm themselves at your command.
Master: The mind of another is at your command. Pain is of no consequence and neither is loyalty. The fae in your thrall will do whatever you command, even commit certain suicide, should you deem it necessary. You are immune to its powers at this level from the hand of any other.
Pyrotechnic, indirect, physical—
Nimbus: This power gives your opponent the equivalent of the hot foot and heats the entire body enough for a first degree burn. That means the entire body, even the most tender of places, have now acquired a sunburn.
Sidhe: This power heats the entire body. That means the entire body, even the most tender of places, have now acquired a 3rd degree burn.
Master: With your touch that troublesome fae spontaneously combusts.
Ponfar, indirect, mental—
Nimbus: A fever envelopes their body, a few degrees too hot to handle well. Hallucinations and even seizures can follow as the tissues of the brain protest and begin to die from the heat. All this is illusion. Your mind convinces them that the fever is killing them. No actual harm is done and the mind usually reacts quite strongly yet never is duped into actually shutting down completely. You have not the strength yet to accomplish this.
Sidhe: This hand is similar to the Killing Flame. It refers to the boiling of the blood, though that is all myth. The blood of your opponent does not actually boil at the touch of your hand but they are enveloped in total pain. It is as if they had been placed in an oven to cook, yet nothing of the flesh is actually harmed or disfigured. The brain actually believes it is dying and shuts down. The working of this hand is a mortal wound in the span of two of your opponent’s turns.
Master: This hand is similar to the Killing Flame. It refers to the boiling of the blood, though that is all myth. The blood of your opponent does not actually boil at the touch of your hand but they are enveloped in total pain. It is as if they had been placed in an oven to cook, yet nothing of the flesh is actually harmed or disfigured. The brain actually believes it is dying and shuts down. The working of this hand is a mortal wound.
Striae, none, physical—
Nimbus: Your powers are weak and thus only fingernail marks claw them, the marks left by a woman in a fight. They hurt, but they are not proper wounds. They are more like a distraction.
Sidhe: Your powers are growing; the marks that used to be mere fingernails are now the claws they should be. Rake your opponents flesh with such marks, parting flesh to reveal bone, or simply relieve them of any and all armor in their possession. This Hand lasts for two turns.
Master: Sever limbs and render weapons, other than Goblin Blades, into mere slices of useless material.
Deception, none, mental—
Nimbus: This is a type of illusion that masks your frame as you move about the dueling ring. It is as if you are lit by a strobe light and only flashes of your movements and intentions can be gleaned by the one whom you seek to conceal yourself from.
Sidhe: A type of illusion that moves your shape about the place of battle or anywhere else. This movement is restricted to your opponent’s line of sight. If they turn their head, you can move with them.
Master: A type of illusion that moves your shape about the place of battle. Disappear and reappear anywhere.
Distortion, none, physical—
Nimbus: You are double-jointed in the best way, able to bend your joints the wrong way and over-extend yourself more than any other.
Sidhe: Your flexibility cannot be rivaled for you have an added edge. Your flesh can stretch and contort at will into shapes and lengths unattainable by others. You are the ultimate contortionist. Consider yourself the rubber-fae.
Master: Create an iron shirt out of the flesh of your own chest, make the bones of your skull stronger than a bulletproof helmet. Make a sword from the bones of your arm. Influence your own matter to defend yourself or strike the other down.
Protection, indirect, physical—
Nimbus: Your skin is tough and almost impossible to penetrate. Only the finest blades, Goblin Blades, will be able to mark you while this hand is in use (one turn in duration).
Sidhe: Your skin is tough and almost impossible to penetrate. Not even a Goblin Blade can penetrate your defensive layer of skin. (two turns in duration)
Master: You are impenetrable and it is as if their armor has become mere jello. Your blade will slice through anything (except the Goblin Blades) like a warm knife through a stick of butter. (one turn in duration)
Winter's Kiss, direct, physical—
Nimbus: As heat is the ally of some, so it is to you. But it will not come at your call, it can only be banished. Induce a state of acute hypothermia. Your opponent with be racked with uncontrollable shivering, stiff joints, and slow reaction times.
Sidhe: Create with your hand weapons of solid ice. Only stabbing weapons and shields actually work but swords can be attempted. The items you create with your ally, ice, are one-use items and will be destroyed at the end of your turn.
Master: As heat is the ally of some, so it is to you. But it will not come at your call, it can only be banished. Steal all heat from the body of your opponent to leave them a block of flesh and blood turned colored ice. The use of this hand is a mortal wound.
Clairvoyance, none, mental—
Nimbus: You have the uncanny power perceive events of the present that you are not part of. On the battlefield, you are able to predict the general area of where an attack will take place but the exact detail is cloudy. (active at all times)
Sidhe: The events of the past are made known to you in visions. In a duel you have no trouble seeing when and where exactly a mortal blow will be dealt to you. (active at all times)
Master: You see and know all things. Even the most minor of moves are available to your sight. (active at all times)
Zeus, indirect, physical—
Nimbus: You are the faerie equivalent of the battery, or the electric chair if you wish, though the strength of charge you can call forth shall never reach the magnitude required to kill. You possess the electrical strength of your average electrical fencing used to keep animals in their place. You are a nuisance not easily forgotten because your touch really does hurt and cause the muscles to spasm.
Sidhe: You are the faerie equivalent of the battery, or the electric chair if you wish. Though the strength of charge you can call forth shall never reach the magnitude required to kill, torture those around with the electric shock of your touch.
Master: You are the lightning rod that the name of this hand hints at. Let the true magnitude of lightning flow through your body unharmed and strike any who would dare draw too near. The working of this level of the Hand of Zeus is a mortal blow, leaving your opponent mere meat, charred and smoldering beyond recognition.
Unseelie
Ruination, direct, physical—
Nimbus: Beneath your touch, the body of your opponent shall crumble, crushed, bone and blood. A touch to leg shall render it useless, bone and vessels shredded. A touch to center of chest or back shall render a mortal blow, reducing the heart to mere bloody pulp. The outside of the body is unharmed and remains pristine from the working of this hand.
Sidhe: Beneath your touch, the body of your opponent shall crumble, crushed, bone and blood. Your power is strong enough that the effects of the working of this hand travel, seeking the heart and brain wherever it may reside in the span of two of you opponents turns.
Master: Beneath your touch, the body of your opponent shall crumble, crushed, bone and blood. Your power is strong enough that the effects of the working of this hand travel, seeking the heart and brain wherever it may reside in the span of mere seconds, less than one turn. The working of this Hand is a mortal wound.
Flesh, direct, physical—
Nimbus: Causes the skin of your opponent to descend below the flesh, muscle and bone rising to the surface. Though very painful, this procedure does little to hamper the actual motor ability of your victim.
Sidhe: Ever wanted to watch another turn inside out? Now you can. Literally force a fae to turn inside out with just a touch of your hand and doom them to be a ball of pulsing flesh for the rest of their lives. What you have done can be undone as well.
Master: Ever wanted to watch another turn inside out? Now you can. Literally force a fae to turn inside out with just a touch of your hand and doom them to be a ball of pulsing flesh for the rest of their lives. Or just choose a body-part to craft into the finest of master-pieces, isolating the influence of your power to a single limb. What you have done can be undone as well.
Havoc, none, physical—
Nimbus: Hurl a single stone to distract your enemy and finish him off with other means. You lack the power level and skill to hurl anything of any weight with any accuracy. A bullseye hit is never guaranteed and there is a small chance you will miss altogether.
Sidhe: Though trees and boulders are beyond you, you can lift smaller stones and other objects with less mass to connect with their frame. A bullseye hit is guaranteed only if you close your eyes and risk a blackout from the effort.
Master: Uproot trees and uplift boulders to smash your opponent to pieces. No touch of flesh is needed for initiation of this power. Simply will an object to connect with the one you desire it to and it will seek them out. A bullseye hit is guarantee no matter how fast they run or how strong they are.
Mangled Hearts, indirect, physical—
Nimbus: The fae people enjoy being around you, are easily swayed by your eloquent speeches and ideas and would be your lackeys should you ask. Build yourself a following with the tweaking of these primitive instincts and emotions. This effect is only activated by words spoken at the same time as close proximity, like your hand very close to their body. It will only last three posts or four days, whichever comes last. It does not equal mind-control, merely semi-powerful suggestion.
Sidhe: You can pull the strings of the primitive desires and instincts. Make your opponent reluctant, only, to finish you off or make that crushing blow. (one post, major damage to you is negated) Or build yourself a following of faerie addicted to your very presence. They literally will do anything to remain in your good graces and by your side. (three posts or four days, whichever comes last)
Master: A touch of this hand shall make your opponent reluctant and quite unable to make that final blow and finish you off. They will be unavoidably and undeniably sexually attracted to you, a mass of quivering need. They are unable to even allow harm to come to you. (lasts two turns or three days, whichever comes last)
Killing Flame, direct, physical—
Nimbus: An emerald fire engulfs your hands and upon contact with a living being, directly or indirectly, will boil the blood, literally. The touch of this hand of power is not a mortal wound. Great pain engulfs you when you dare to use this hand, it is as if you are being electrocuted with a shock that hurts but does not harm.
Sidhe: An emerald fire engulfs your hands and upon contact with a living being, directly or indirectly, will boil the blood, literally. The touch of this hand of power is a mortal wound. Do not touch yourself or even come near. You are not immune to its effects on any part of your body other than the flesh from which its power originates (ie: your hand).
Master: An emerald fire engulfs your hands and upon contact with a living being, directly or indirectly, will boil the blood, literally. The touch of this hand of power is a mortal wound. You are immune to its power such as the komodo dragon cannot be harmed by its own bite.
Stigmata, direct, physical—
Nimbus: Some can spread fire by touch, others can make the blood boil. Your hand is a scalding hot brand to sear the flesh, though at this level you are a mere sunburn from a few too many hours in the sun (1st degree burn). It hurts but does not do much true damage.
Sidhe: Some can spread fire by touch, others can make the blood boil. Your hand is a scalding hot brand to sear the flesh. The skin boils and bubbles like water in a kettle on the stove. (2nd degree burn)
Master: Some can spread fire by touch, others can make the blood boil. Your hand is a scalding hot brand to sear the flesh. The skin is now charred and cooked, burned beyond recognition in the shape of your hand. (3rd degree burn)
Asphyxia, direct, mental—
Nimbus: Make their lungs forget to breathe. Make their body forget there enough is air about to breathe normally. They gasp but forget to breathe in and take the bounty to gather their energy. They are euphoric and quite drunk on the lack of oxygen for the brain. Think of someone who has just finished smoking their favorite relaxing drug, sitting back and enjoying the effects.
Sidhe: The mere touch of your flesh to theirs becomes a vice around the throat, though your power is not strong enough. They struggle for air as if they had just finished a marathon in the upper-altitudes of the mountains.
Master: Steal the air from their lungs and throat. Make them gasp for air and find nothing to quench their burning need, only an empty vacuum. The touch of this hand is a mortal wound.
Darkness, none, mental—
Nimbus: The darkness is a close friend, not aligned with you in any way but willing to do your bidding should you be willing to pay its price. Cast a shroud of darkness ten feet in radius, blinding your opponent; but beware, as you will not be able to see either. Anything said within the cover of night or a natural shadow is yours to know (active at all times).
Sidhe: The darkness is your sworn ally, less of a barter of services and more of the backup whenever you need it. Cast a shroud of darkness ten feet in radius. Though your opponent is blind within its scope, your sight is unhampered. Or your shadow will become 4 tentacles 7 feet in length in a tight circle about your feet. These cannot wield weapons but their tips are tipped like spears and their shafts are very good at delivering bashing damage. Anything said within the cover of night or a natural shadow is yours to know (active at all times).
Master: The darkness is your sworn ally, less of a barter of services and more of the backup whenever you need it. Cast a shroud of darkness ten feet in radius. Though your opponent is blind within its scope, your sight is unhampered. Or command your opponents own shadow. It will gain a semblance of substance and come to life as your slave. Anything said within the cover of night or a natural shadow is yours to know (active at all times).
Inner Daemons, none, mental—
Nimbus: A touch of this hand brings forth the greatest fears of yourself upon your opponent and parades them before their eyes. Whether or not they share these fears is up to their psyche. The fear manifests for one turn, the turn you cast it. Your opponent must make an effort to resist collapsing into hysterics, visibly.
Sidhe: A touch of this hand brings forth the greatest fears of your opponent and parades them before their eyes. It is as if they are hallucinating. These fears manifest for two turns. Half of your opponent's mind is centered upon combatting the fear you have brought forth while the other half is all that is left for the duel. Your opponent's actions are negated for the post you activate this hand. Upon the advent of the second post, the magic of this hand dwindles to that of its first level.
Master: A touch of this hand brings forth the greatest fears of your opponent and parades them before their eyes. These fears manifest themselves within their bodies. Any wounds they incur from their nightmares become reality. You can also enter their dreams and orchestrate your own little nightmare of fun. Their actions are negated for two turns while they wrestle with what you have shown them. After that this hand dwindles to that of its first level for one more turn.
Old Blood, direct, mental—
Nimbus: Call forth a few wounds from their past but it is very selective. Deeper and more incapacitating wounds are more difficult to call forth and are thus not called in great number. Many small wounds is an easy thing, though. Take your pick. Not a mortal hand.
Sidhe: Call forth every wound ever suffered by your opponent all at once. Make them suffer. This level of the hand excludes mortal wounds as it is more difficult to call them from the flesh and the past. Not a mortal hand.
Master: Call forth every wound ever suffered by your opponent all at once. Make them suffer. If they have lost a duel before (look at their entry on the scroll) they will automatically lose this duel as well.
Souls, indirect, mental—
Nimbus: Steal the soul of your opponent with your touch and use it like a leash against them. The loss of a soul only makes them the walking dead. They are a marionette at the end of your puppet strings. Only their limbs move at your command and finite control is almost impossible as they can still fight you. Not a mortal wound.
Sidhe: Steal the soul of your opponent with your touch and use it like a leash against them. The loss of a soul only makes them the walking dead. It is as if you had made a voodoo doll of them and have it in your hand. Make them twitch with pain or simply forget they have a left arm. However you use this hand, it is endless fun and amusement. They are your slave and you control their body alone for two turns, beginning the turn it is activated.
Master: Steal the soul of your opponent with your touch and use it like a leash against them. The loss of a soul only makes them the walking dead. They are now mortal and can be killed by a mortal blow. Your control of their body and their mortality lasts for three turns, beginning the turn that this hand is activated.
Restoration, direct, physical—
Nimbus: Heal the minor wounds and sicknesses you or another suffers: small cuts, bacterial infections, scratches, second and third degree burns, sprains, muscle tears and pulls, etc. The larger wounds are beyond you: bone breaks, muscle and ligament separation, amputation, deep wounds, organ punctures, etc. Bearers of this hand often find themselves as honorary leeches (doctor) in the courts.
Sidhe: Heal every wound or disease you or another suffers except a mortal one. Bacterial infections and most viral diseases disappear. Bearers of this hand often find themselves as honorary leeches (doctor) in the courts.
Master: Heal every wound or disease you or another suffers. Even mortal blows are not beyond your power of restoration, even when death is near and mortality was invoked. Regrowing lost body parts is not beyond you either. Bearers of this hand often find themselves as honorary leeches (doctor) in the courts.
Fiat, indirect, physical—
Nimbus: Reshape organic matter at will, though matter that currently lives cannot be at your command. Dead bodies, rotting tree stumps, and anything that once originated from the earth. The treasured Goblin Blades cannot be commanded as such but any other type of weapon will obey. The completion of the working of this hand takes two turns: one to begin, and one to actually use the item created. The item will destroy itself, released from your power, once the second turn is over.
Sidhe: Reshape organic matter at will, though matter that currently lives cannot be at your command. Dead bodies, rotting tree stumps, and anything that once originated from the earth. The treasured Goblin Blades cannot be commanded as such but any other type of weapon will obey. The completion of the working of this hand takes two turns: one to begin, and one to actually use the item created.
Master: Reshape organic matter at will, though matter that currently lives cannot be at your command. Dead bodies, rotting tree stumps, and anything that once originated from the earth. The treasured Goblin Blades cannot be commanded as such but any other type of weapon will obey.
Mirrors, none, mental—
Nimbus: This power creates a hologram copy of you in the dueling ring and outside of it too. However, you are still in plain sight. and only you can land blows.
Sidhe: Through this power you and your copy are faded just a bit, sort of hazy like standing in a cloud of mist. With this strength of power, both can land blows.
Master: With this level of Mirrors, you are invisible and your copy is in plain sight. Rejoice, for both can land blows.
none --> No contact needed to activate this hand.
indirect --> You must touch or come near to something they touch (ie: sword, clothing, etc.) to activate this hand. Does not include the floor or something they lean against.
direct --> Your bare hand must touch bare flesh to activate this hand.
mental --> This hand affects the mind.
physical --> This hand affects the body.
NOTE: Each Hand has 3 levels of power; the first two levels are designated by bloodline and can increase by a Coming into Power. The 3rd level of power is granted when a sidhe obtains 3 more dueling victories than losses. If a nimbus obtains 3 more victories than loses, they obtain the Sidhe level of the power. Never can a nimbus hold the Master level without first Coming into Power.
Sidhe can activate the Nimbus level of their Hand, and the same goes for a Master being able to activate the Sidhe and Nimbus levels.
Hands of Power
[/size][/center]Seelie:[/u]
Blood, direct, physical—
Nimbus: For one turn, every wound you have made upon their body seems to throb with unbearable pain as the flow of blood increases.
Sidhe: Call forth every drop of blood from their body. An initial wound is needed, one that bleeds currently.
Master: Call forth every drop of blood from their body. No initial wound is needed.
Plasmic Dominance, direct, physical—
Nimbus: You can command the body of your opponent and force them to shift into the creature of your mantel. Being forced into such a painful procedure is often very distracting, though you have only seconds to take advantage of this.
Sidhe: You can command the body of your opponent and force them to shift into the creature of your mantel. Being forced into such a painful procedure is often very distracting. You have an entire turn to take advantage of this.
Master: You can command the body of your opponent and contort their flesh into shapes at your will. Only your imagination and the available flesh can limit the possibilities.
Decay, direct, physical—
Nimbus: When your bare hand is touched to the bare flesh of an opponent, the transfer of rot can be made. Your opponent then has three posts to win the match. This transfer of power becomes a mortal wound at the end of your opponents third post.
Sidhe: The bearer of this hand can rot and reform making it harder to inflict a mortal wound upon them. When your bare hand is touched to the bare flesh of an opponent, the transfer of rot can be made. Your opponent then has two posts to win the match. This transfer of power becomes a mortal wound at the end of your opponents second post.
Master: The bearer of this hand can rot and reform making it harder to inflict a mortal wound upon them. When your bare hand is touched to the bare flesh of an opponent, the transfer of rot can be made. The effects of this hand are instantaneous.
Dermal Glow, none, physical—
Nimbus: You will glow with a light that is unbearable to look upon. Those who dare to seek its brilliance with their eyes will be struck blind for the duration of the use of the hand. Do not look upon yourself, for you are not immune.
Sidhe: You will glow with a light that is unbearable to look upon. Those who dare to seek its brilliance with their eyes will be struck blind for the duration of its use and one turn afterward. Do not look upon yourself, for you are not immune.
Master: You will glow with a light that is unbearable to look upon. Despite their best attempts they must look (mental aspect). Hence, the use of this hand strikes them blind for two turns, no matter what.
Latrociny, indirect, physical—
Nimbus: They are tired, lazy, weak, unable to wield a weapon properly and with any sort of speed, giving you just the edge you need to finish them off. You have siphoned a little of their life-force to power yourself. You are faster, stronger, and smarter than before.
Sidhe: They now suffer the effects of sleep deprivation: including insanity, weakness, and the inability to concentrate. You have siphoned a little of their life-force to power yourself. You are faster, stronger, and smarter than before.
Master: They are unable to move though their mouth seems to be working fine. You have siphoned most of their life-force to power yourself. You are faster, stronger, and smarter than before.
Laxity, none, mental—
Nimbus: Fae are more at ease with you around. It is more likely for you to convince them to do something against their will than others.
Sidhe: Command the mind of another; make them dance like political puppets at the end of your string. Their mind is in your thrall, a servant to your own. They will not, however harm themselves at your command.
Master: The mind of another is at your command. Pain is of no consequence and neither is loyalty. The fae in your thrall will do whatever you command, even commit certain suicide, should you deem it necessary. You are immune to its powers at this level from the hand of any other.
Pyrotechnic, indirect, physical—
Nimbus: This power gives your opponent the equivalent of the hot foot and heats the entire body enough for a first degree burn. That means the entire body, even the most tender of places, have now acquired a sunburn.
Sidhe: This power heats the entire body. That means the entire body, even the most tender of places, have now acquired a 3rd degree burn.
Master: With your touch that troublesome fae spontaneously combusts.
Ponfar, indirect, mental—
Nimbus: A fever envelopes their body, a few degrees too hot to handle well. Hallucinations and even seizures can follow as the tissues of the brain protest and begin to die from the heat. All this is illusion. Your mind convinces them that the fever is killing them. No actual harm is done and the mind usually reacts quite strongly yet never is duped into actually shutting down completely. You have not the strength yet to accomplish this.
Sidhe: This hand is similar to the Killing Flame. It refers to the boiling of the blood, though that is all myth. The blood of your opponent does not actually boil at the touch of your hand but they are enveloped in total pain. It is as if they had been placed in an oven to cook, yet nothing of the flesh is actually harmed or disfigured. The brain actually believes it is dying and shuts down. The working of this hand is a mortal wound in the span of two of your opponent’s turns.
Master: This hand is similar to the Killing Flame. It refers to the boiling of the blood, though that is all myth. The blood of your opponent does not actually boil at the touch of your hand but they are enveloped in total pain. It is as if they had been placed in an oven to cook, yet nothing of the flesh is actually harmed or disfigured. The brain actually believes it is dying and shuts down. The working of this hand is a mortal wound.
Striae, none, physical—
Nimbus: Your powers are weak and thus only fingernail marks claw them, the marks left by a woman in a fight. They hurt, but they are not proper wounds. They are more like a distraction.
Sidhe: Your powers are growing; the marks that used to be mere fingernails are now the claws they should be. Rake your opponents flesh with such marks, parting flesh to reveal bone, or simply relieve them of any and all armor in their possession. This Hand lasts for two turns.
Master: Sever limbs and render weapons, other than Goblin Blades, into mere slices of useless material.
Deception, none, mental—
Nimbus: This is a type of illusion that masks your frame as you move about the dueling ring. It is as if you are lit by a strobe light and only flashes of your movements and intentions can be gleaned by the one whom you seek to conceal yourself from.
Sidhe: A type of illusion that moves your shape about the place of battle or anywhere else. This movement is restricted to your opponent’s line of sight. If they turn their head, you can move with them.
Master: A type of illusion that moves your shape about the place of battle. Disappear and reappear anywhere.
Distortion, none, physical—
Nimbus: You are double-jointed in the best way, able to bend your joints the wrong way and over-extend yourself more than any other.
Sidhe: Your flexibility cannot be rivaled for you have an added edge. Your flesh can stretch and contort at will into shapes and lengths unattainable by others. You are the ultimate contortionist. Consider yourself the rubber-fae.
Master: Create an iron shirt out of the flesh of your own chest, make the bones of your skull stronger than a bulletproof helmet. Make a sword from the bones of your arm. Influence your own matter to defend yourself or strike the other down.
Protection, indirect, physical—
Nimbus: Your skin is tough and almost impossible to penetrate. Only the finest blades, Goblin Blades, will be able to mark you while this hand is in use (one turn in duration).
Sidhe: Your skin is tough and almost impossible to penetrate. Not even a Goblin Blade can penetrate your defensive layer of skin. (two turns in duration)
Master: You are impenetrable and it is as if their armor has become mere jello. Your blade will slice through anything (except the Goblin Blades) like a warm knife through a stick of butter. (one turn in duration)
Winter's Kiss, direct, physical—
Nimbus: As heat is the ally of some, so it is to you. But it will not come at your call, it can only be banished. Induce a state of acute hypothermia. Your opponent with be racked with uncontrollable shivering, stiff joints, and slow reaction times.
Sidhe: Create with your hand weapons of solid ice. Only stabbing weapons and shields actually work but swords can be attempted. The items you create with your ally, ice, are one-use items and will be destroyed at the end of your turn.
Master: As heat is the ally of some, so it is to you. But it will not come at your call, it can only be banished. Steal all heat from the body of your opponent to leave them a block of flesh and blood turned colored ice. The use of this hand is a mortal wound.
Clairvoyance, none, mental—
Nimbus: You have the uncanny power perceive events of the present that you are not part of. On the battlefield, you are able to predict the general area of where an attack will take place but the exact detail is cloudy. (active at all times)
Sidhe: The events of the past are made known to you in visions. In a duel you have no trouble seeing when and where exactly a mortal blow will be dealt to you. (active at all times)
Master: You see and know all things. Even the most minor of moves are available to your sight. (active at all times)
Zeus, indirect, physical—
Nimbus: You are the faerie equivalent of the battery, or the electric chair if you wish, though the strength of charge you can call forth shall never reach the magnitude required to kill. You possess the electrical strength of your average electrical fencing used to keep animals in their place. You are a nuisance not easily forgotten because your touch really does hurt and cause the muscles to spasm.
Sidhe: You are the faerie equivalent of the battery, or the electric chair if you wish. Though the strength of charge you can call forth shall never reach the magnitude required to kill, torture those around with the electric shock of your touch.
Master: You are the lightning rod that the name of this hand hints at. Let the true magnitude of lightning flow through your body unharmed and strike any who would dare draw too near. The working of this level of the Hand of Zeus is a mortal blow, leaving your opponent mere meat, charred and smoldering beyond recognition.
Unseelie
Ruination, direct, physical—
Nimbus: Beneath your touch, the body of your opponent shall crumble, crushed, bone and blood. A touch to leg shall render it useless, bone and vessels shredded. A touch to center of chest or back shall render a mortal blow, reducing the heart to mere bloody pulp. The outside of the body is unharmed and remains pristine from the working of this hand.
Sidhe: Beneath your touch, the body of your opponent shall crumble, crushed, bone and blood. Your power is strong enough that the effects of the working of this hand travel, seeking the heart and brain wherever it may reside in the span of two of you opponents turns.
Master: Beneath your touch, the body of your opponent shall crumble, crushed, bone and blood. Your power is strong enough that the effects of the working of this hand travel, seeking the heart and brain wherever it may reside in the span of mere seconds, less than one turn. The working of this Hand is a mortal wound.
Flesh, direct, physical—
Nimbus: Causes the skin of your opponent to descend below the flesh, muscle and bone rising to the surface. Though very painful, this procedure does little to hamper the actual motor ability of your victim.
Sidhe: Ever wanted to watch another turn inside out? Now you can. Literally force a fae to turn inside out with just a touch of your hand and doom them to be a ball of pulsing flesh for the rest of their lives. What you have done can be undone as well.
Master: Ever wanted to watch another turn inside out? Now you can. Literally force a fae to turn inside out with just a touch of your hand and doom them to be a ball of pulsing flesh for the rest of their lives. Or just choose a body-part to craft into the finest of master-pieces, isolating the influence of your power to a single limb. What you have done can be undone as well.
Havoc, none, physical—
Nimbus: Hurl a single stone to distract your enemy and finish him off with other means. You lack the power level and skill to hurl anything of any weight with any accuracy. A bullseye hit is never guaranteed and there is a small chance you will miss altogether.
Sidhe: Though trees and boulders are beyond you, you can lift smaller stones and other objects with less mass to connect with their frame. A bullseye hit is guaranteed only if you close your eyes and risk a blackout from the effort.
Master: Uproot trees and uplift boulders to smash your opponent to pieces. No touch of flesh is needed for initiation of this power. Simply will an object to connect with the one you desire it to and it will seek them out. A bullseye hit is guarantee no matter how fast they run or how strong they are.
Mangled Hearts, indirect, physical—
Nimbus: The fae people enjoy being around you, are easily swayed by your eloquent speeches and ideas and would be your lackeys should you ask. Build yourself a following with the tweaking of these primitive instincts and emotions. This effect is only activated by words spoken at the same time as close proximity, like your hand very close to their body. It will only last three posts or four days, whichever comes last. It does not equal mind-control, merely semi-powerful suggestion.
Sidhe: You can pull the strings of the primitive desires and instincts. Make your opponent reluctant, only, to finish you off or make that crushing blow. (one post, major damage to you is negated) Or build yourself a following of faerie addicted to your very presence. They literally will do anything to remain in your good graces and by your side. (three posts or four days, whichever comes last)
Master: A touch of this hand shall make your opponent reluctant and quite unable to make that final blow and finish you off. They will be unavoidably and undeniably sexually attracted to you, a mass of quivering need. They are unable to even allow harm to come to you. (lasts two turns or three days, whichever comes last)
Killing Flame, direct, physical—
Nimbus: An emerald fire engulfs your hands and upon contact with a living being, directly or indirectly, will boil the blood, literally. The touch of this hand of power is not a mortal wound. Great pain engulfs you when you dare to use this hand, it is as if you are being electrocuted with a shock that hurts but does not harm.
Sidhe: An emerald fire engulfs your hands and upon contact with a living being, directly or indirectly, will boil the blood, literally. The touch of this hand of power is a mortal wound. Do not touch yourself or even come near. You are not immune to its effects on any part of your body other than the flesh from which its power originates (ie: your hand).
Master: An emerald fire engulfs your hands and upon contact with a living being, directly or indirectly, will boil the blood, literally. The touch of this hand of power is a mortal wound. You are immune to its power such as the komodo dragon cannot be harmed by its own bite.
Stigmata, direct, physical—
Nimbus: Some can spread fire by touch, others can make the blood boil. Your hand is a scalding hot brand to sear the flesh, though at this level you are a mere sunburn from a few too many hours in the sun (1st degree burn). It hurts but does not do much true damage.
Sidhe: Some can spread fire by touch, others can make the blood boil. Your hand is a scalding hot brand to sear the flesh. The skin boils and bubbles like water in a kettle on the stove. (2nd degree burn)
Master: Some can spread fire by touch, others can make the blood boil. Your hand is a scalding hot brand to sear the flesh. The skin is now charred and cooked, burned beyond recognition in the shape of your hand. (3rd degree burn)
Asphyxia, direct, mental—
Nimbus: Make their lungs forget to breathe. Make their body forget there enough is air about to breathe normally. They gasp but forget to breathe in and take the bounty to gather their energy. They are euphoric and quite drunk on the lack of oxygen for the brain. Think of someone who has just finished smoking their favorite relaxing drug, sitting back and enjoying the effects.
Sidhe: The mere touch of your flesh to theirs becomes a vice around the throat, though your power is not strong enough. They struggle for air as if they had just finished a marathon in the upper-altitudes of the mountains.
Master: Steal the air from their lungs and throat. Make them gasp for air and find nothing to quench their burning need, only an empty vacuum. The touch of this hand is a mortal wound.
Darkness, none, mental—
Nimbus: The darkness is a close friend, not aligned with you in any way but willing to do your bidding should you be willing to pay its price. Cast a shroud of darkness ten feet in radius, blinding your opponent; but beware, as you will not be able to see either. Anything said within the cover of night or a natural shadow is yours to know (active at all times).
Sidhe: The darkness is your sworn ally, less of a barter of services and more of the backup whenever you need it. Cast a shroud of darkness ten feet in radius. Though your opponent is blind within its scope, your sight is unhampered. Or your shadow will become 4 tentacles 7 feet in length in a tight circle about your feet. These cannot wield weapons but their tips are tipped like spears and their shafts are very good at delivering bashing damage. Anything said within the cover of night or a natural shadow is yours to know (active at all times).
Master: The darkness is your sworn ally, less of a barter of services and more of the backup whenever you need it. Cast a shroud of darkness ten feet in radius. Though your opponent is blind within its scope, your sight is unhampered. Or command your opponents own shadow. It will gain a semblance of substance and come to life as your slave. Anything said within the cover of night or a natural shadow is yours to know (active at all times).
Inner Daemons, none, mental—
Nimbus: A touch of this hand brings forth the greatest fears of yourself upon your opponent and parades them before their eyes. Whether or not they share these fears is up to their psyche. The fear manifests for one turn, the turn you cast it. Your opponent must make an effort to resist collapsing into hysterics, visibly.
Sidhe: A touch of this hand brings forth the greatest fears of your opponent and parades them before their eyes. It is as if they are hallucinating. These fears manifest for two turns. Half of your opponent's mind is centered upon combatting the fear you have brought forth while the other half is all that is left for the duel. Your opponent's actions are negated for the post you activate this hand. Upon the advent of the second post, the magic of this hand dwindles to that of its first level.
Master: A touch of this hand brings forth the greatest fears of your opponent and parades them before their eyes. These fears manifest themselves within their bodies. Any wounds they incur from their nightmares become reality. You can also enter their dreams and orchestrate your own little nightmare of fun. Their actions are negated for two turns while they wrestle with what you have shown them. After that this hand dwindles to that of its first level for one more turn.
Old Blood, direct, mental—
Nimbus: Call forth a few wounds from their past but it is very selective. Deeper and more incapacitating wounds are more difficult to call forth and are thus not called in great number. Many small wounds is an easy thing, though. Take your pick. Not a mortal hand.
Sidhe: Call forth every wound ever suffered by your opponent all at once. Make them suffer. This level of the hand excludes mortal wounds as it is more difficult to call them from the flesh and the past. Not a mortal hand.
Master: Call forth every wound ever suffered by your opponent all at once. Make them suffer. If they have lost a duel before (look at their entry on the scroll) they will automatically lose this duel as well.
Souls, indirect, mental—
Nimbus: Steal the soul of your opponent with your touch and use it like a leash against them. The loss of a soul only makes them the walking dead. They are a marionette at the end of your puppet strings. Only their limbs move at your command and finite control is almost impossible as they can still fight you. Not a mortal wound.
Sidhe: Steal the soul of your opponent with your touch and use it like a leash against them. The loss of a soul only makes them the walking dead. It is as if you had made a voodoo doll of them and have it in your hand. Make them twitch with pain or simply forget they have a left arm. However you use this hand, it is endless fun and amusement. They are your slave and you control their body alone for two turns, beginning the turn it is activated.
Master: Steal the soul of your opponent with your touch and use it like a leash against them. The loss of a soul only makes them the walking dead. They are now mortal and can be killed by a mortal blow. Your control of their body and their mortality lasts for three turns, beginning the turn that this hand is activated.
Restoration, direct, physical—
Nimbus: Heal the minor wounds and sicknesses you or another suffers: small cuts, bacterial infections, scratches, second and third degree burns, sprains, muscle tears and pulls, etc. The larger wounds are beyond you: bone breaks, muscle and ligament separation, amputation, deep wounds, organ punctures, etc. Bearers of this hand often find themselves as honorary leeches (doctor) in the courts.
Sidhe: Heal every wound or disease you or another suffers except a mortal one. Bacterial infections and most viral diseases disappear. Bearers of this hand often find themselves as honorary leeches (doctor) in the courts.
Master: Heal every wound or disease you or another suffers. Even mortal blows are not beyond your power of restoration, even when death is near and mortality was invoked. Regrowing lost body parts is not beyond you either. Bearers of this hand often find themselves as honorary leeches (doctor) in the courts.
Fiat, indirect, physical—
Nimbus: Reshape organic matter at will, though matter that currently lives cannot be at your command. Dead bodies, rotting tree stumps, and anything that once originated from the earth. The treasured Goblin Blades cannot be commanded as such but any other type of weapon will obey. The completion of the working of this hand takes two turns: one to begin, and one to actually use the item created. The item will destroy itself, released from your power, once the second turn is over.
Sidhe: Reshape organic matter at will, though matter that currently lives cannot be at your command. Dead bodies, rotting tree stumps, and anything that once originated from the earth. The treasured Goblin Blades cannot be commanded as such but any other type of weapon will obey. The completion of the working of this hand takes two turns: one to begin, and one to actually use the item created.
Master: Reshape organic matter at will, though matter that currently lives cannot be at your command. Dead bodies, rotting tree stumps, and anything that once originated from the earth. The treasured Goblin Blades cannot be commanded as such but any other type of weapon will obey.
Mirrors, none, mental—
Nimbus: This power creates a hologram copy of you in the dueling ring and outside of it too. However, you are still in plain sight. and only you can land blows.
Sidhe: Through this power you and your copy are faded just a bit, sort of hazy like standing in a cloud of mist. With this strength of power, both can land blows.
Master: With this level of Mirrors, you are invisible and your copy is in plain sight. Rejoice, for both can land blows.