By Jenny Parr for the Hibakusha Kasa.
The Kasa must spend an action watching his opponent's eyes then roll Perception + Empathy against a difficulty of her Dexterity + Subterfuge. Each success decreases the difficulty of the Kasa's next dodge or parry.
At any time the Kasa is probed to discern weaknesses or made to look foolish his Wits + Subterfuge is rolled against a difficulty of his opponent's Intelligence + Empathy. Each success adds to his opponent's difficulty. This power is automatic but the Kasa needs to be awake and aware of his opponent.
When the Kasa is first wounded in battle he should roll Wits + Medicine against a difficulty of 6, the total of successes being the number of wounds the Kasa can take before being affected by the wound penalties during this battle.
The Kasa must spend one blood point, and one round to smear the blood on his blade. This causes a melee weapon to glow with a fiery inner light and do aggravated damage to all supernatural creatures for the next two blows, or the battle whichever is shorter. A missed strike does not count, but a soaked blow does. This power appears to be related to powers of the Kyuketsuki, and does special damage to Shinma and Daemons at the GM's discretion. This power can not be set up in advance.
By spending a turn concentrating and rolling Charisma + Intimidation with a difficulty of his opponent's willpower the Kasa can reduce the speed of the opponent if she is attempting to escape.
1 success | 3/4 speed |
2 successes | 1/2 speed |
3 successes | 1/4 speed |
4 successes | 1/8 speed |
5 successes | Unable to run away |
This power does not affect the victim's ability to fight or dodge however.
By spending a blood point and rolling Dexterity + Medicine against a difficulty of his opponent's Willpower, she experiences incredible amounts of pain. Each success results in the loss of one dice from all dice pools.
By rolling willpower vs willpower and touching his opponent the Kasa can remove one point from one of her physical attributes for each success. The opponent must have been formally challenged and no attribute may be reduced to lower than the Kasa's own score in that attribute. The effects last for one battle.
The opponent must be formally challenged. Then a roll of Manipulation + Occult against a difficulty of the opponent's willpower must be made. The wind pushes the opponent towards the Kasa while pushing all others away. The storm lasts for one combat round per success and counters all disciplines, gifts, spheres, magical items etc.