The Malocchio

The Malocchio, or "Evil Eye", is a special talent of the Kurn Travelers. It is a Prime Skill, specific to the Malevolence power source.

Prime Skill
Basis

Cha

Custom Powers

Yes

Crafting

No

Type

Supernatural

Exclusivity Malevolence only (requires Bad Luck)

Skill Uses

The Evil Eye

All with this skill may use the following power:

  • The Evil Eye: At-will, swift, medium range, requires eye contact; you inflict a simple curse upon the subject. You must expend Bad Luck to power this; the amount is variable, but cannot exceed your skill ranks in this skill. The curse has one of the following effects, listed below:

Evil Eye power Description
Fear

Subject is afflicted by fear (Will ends, damage ends).

Options
  • Shaken (+1 BL): subject is shaken.
  • Frightened (+2 BL): subject is frightened.
  • Panicked (+3 BL): subject is panicked.
  • Cowering (+5 BL): subject is cowering.
  • Persistent (+1 or more BL): for 1 round per BL spent on this option, no save is allowed.
  • Tenacious (+3 BL): damage does not end (cannot be combined with Persistent; or, if it is, they cannot both be active in the same round)
  • You may also apply extras involving range, duration, targeting, area, etc, at a cost of 1 BL per BP modifier.
Suggestion

Subject follows a suggestion that you state, while maintaining eye contact (Will ends).

Notes
  • Subject must understand your words; requires knowledge of language, understanding of concepts, knowing any specific proper names or identifiers used, and being able to hear you clearly.
  • The suggestion must be a single, non-run-on sentence.
  • The suggestion must be possible to achieve, according to the knowledge of the target at the time.
  • The suggestion cannot cause a Crisis of Conscience (short version: don't tell someone to murder their own baby).
  • The suggestion cannot be blatantly self-destructive (but indirectly self-destructive is certainly possible, through trickery).
Options
  • Domination: (+5 BL) you may suggest simply that the subject "obey", in which case they obey all of your orders throughout the duration, instead of simply the original suggestion.
  • Clear Conscience: (+5 BL) the whole Crisis of Conscience thing isn't a problem.
  • Telepathic: (+3 BL) you need not state the suggestion verbally, nor need the subject understand language. Works even on creatures of low intelligence, such as animals, but not on creatures with absolutely no intelligence.
  • You may use most extras, exchanging 1 BL for 1 BP.
Harm

Subject suffers an instant, catastrophic bout of bad luck--perhaps stumbling and bashing their head against stone, or a weapon comes lose from its sheath and stabs them--and in the process, they suffer an injury (regardless of current HP).

Options
  • Minor: (3 BL) You inflict a minor injury (randomly rolled, Fort negates).
  • Major: (8 BL) You inflict a major injury (randomly rolled, Fort mitigates to minor).
  • Critical: (13 BL) You inflict a critical injury (randomly rolled, Fort mitigates to major).
  • Catastrophic: (18 BL) You inflict a critical injury (randomly rolled, no save).
  • Re-Roll: (-1 BL) You may force a re-roll for the injury type by spending -1 BL (you gain 1 BL). Can use multiple times, but cost increases by -1 each time.
  • Choice: You may choose which injury results. Cost is equal to the inverse of the likelihood of the roll, times a factor for the severity (1/3 minor, 2/3 major, 3/3 critical); for example, a 2 or 12 on 2d6 is 1/36th likely, and costs 36 BL. You may also define a custom injury; the cost is determined by the DM, based on which injury category it is most similar to.
  • Karmic: You may reduce BL cost dramatically by taking risk onto yourself. When the severity of the injury is determined, roll an injury check for the target (or use one you chose), then roll one for yourself. If the one you rolled was more likely, you suffer it (but the enemy suffers his as well); if yours was more unlikely, you do not suffer it. Either way, the BL cost of the entire power is reduced to 1/10th of normal, rounded down. The savings are invalid if the enemy's roll is the most likely possibility (but, if you've already committed, you must pay the BL cost, even if it is in excess of your normal maximum).

Custom Powers

Custom Powers based on the Malocchio are called curses. They are supernatural (not spell-like), and have no components, save one, which can never be removed: you must make eye contact with the target, or, if they have no visual sensory apparatus at all, you must still be able to look directly at them.

(Quick note: use classic gaze attack rules for purposefully avoiding the Evil Eye)

Most seeds that cause harm or debilitation are permissible. Most that defend or heal are not permissible. Enhancement is something of a grey area.

Custom Options

Custom Extras

(Quick note: extra for making the duration of a spell measured in days or longer...delayed offset for -BP. Also extras/options for making afflictions (etc) build up worse and worse over time)

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