Carnal Healing [6]
Carnal Vitality [6]
Charismatic Beauty [9]
Charismatic Beauty lvl 2 [9]
Charm Resistance [3]
Resistance +8 [2]
Immunity [4] (Requires Resistance +8)
Eternal Youth [11]
Fit [5]
Flexability [5]
Double Jointed [9]
Voice [9]
Heart and Home [7]
Warp Beacon [4]
Scry Beacon [4]
Guardian Charm [10]
Love Bomb [16]
Unblemished Skin [4]
Cost: 6 points.
Once per day, while sharing your bed with someone, you can spend 2 mana to invoke the blessing of Masa'undari to heal a consenting partner. Roll an IQ check, if you succeed you can spend fatigue points to heal your partner by 2 hit points per fatigue point spent this way.
Cost: 6 points.
Once per day, while sharing your bed with someone you can spend 2 mana to invoke the blessing of Masa'undari, channeling Her power into your consensual acts of pleasure. You gain +1 on all HT rolls, your FP recovers at double the rate, and you regain 1 HP per hour for the next 6 hours.
Cost: 9 points.
You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real charisma is independent of these things. Each level gives +2 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.); +2 to Influence rolls; and +2 to Fortune-Telling, Leadership, Panhandling, and Public Speaking skills.
The GM may rule that your Charisma does not affect members of extremely alien races.
Options:
Charismatic Beauty lvl 2 [9]
Increase the bonuses granted from +2 to +4.
Costs: 3 points.
You have been granted a Divine resistance to the supernatural effects of charms and compulsions. This give you a +3 on all rolls to resist these effects including attacks, contests, and quick contests.
Options:
Resistance +8 [2]
Increase the resistance bonus from +3 to +8.
Immunity [4] (Requires Resistance +8)
You no longer need to roll to resist the effects of charms and compulsions, you are Immune to them.
Cost: 11 points.
You never grow old naturally and cannot be aged unnaturally. Your age is fixed at whatever point Masa'undari chooses and will never change. You never have to make aging rolls.
Cost: 5 points.
You have better cardiovascular health than your HT alone would indicate. You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT-based skills! You also recover FP at twice the normal rate.
This advantage applies only to FP lost to exertion, heat, etc. It has no effect on FP spent to power psi or magic spells.
Cost: 5 points.
Your body is unusually flexible.
You get +3 on Climbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints; on Erotic Art skill; and on all attempts to break free in close combat. You may ignore up to -3 in penalties for working in close quarters (including many Explosives and Mechanic rolls).
Options:
Double Jointed [9]
As above, but more so. You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way. You get +5 on Climbing, Erotic Art, and Escape rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters.
Cost: 9 points.
You have a naturally clear, resonant, and attractive voice. This gives you +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll made by someone who can hear your voice.
Cost: 7 points.
Cost to Activate: 4 mana.
Once forged via the ritual and mana investment, you are able to access with a though an intuitive sense of the exact direction and metric distance to your marked partner across any distance on the same plane of existence. Simultaneously, your partner gains an identical, passive awareness of your location. If something significant happens to your partner’s physical or spatial status, the GM rolls a secret check against your perception or power level. You do not have to announce that you are checking on them; the power automatically alerts you.
Options:
Warp Beacon [4]
Advantage: Modifier Scaling (Warp +2)
Base: 10. Bi-Directional Feature +20%, Accessibility (Mutual Love Only) -50%, Accessibility (Requires 3 hour ritual and costs 4 mana to forge) -20%, Divine Power Origin -10%
Your partner's soul acts as a blazing beacon for your spatial magic. Whenever you roll a skill, cast a spell, or use an advantage to teleport directly to your partner's side, you receive a flat +2 bonus to your success roll.
Scry Beacon [4]
Advantage: Modifier Scaling (Scrying +2)
Base: 10. Bi-Directional Feature +20%, Accessibility (Mutual Love Only) -50%, Accessibility (Requires 3 hour ritual and costs 4 mana to forge) -20%, Divine Power Origin -10%
Your partner's soul acts as a blazing beacon for your divination magic. Whenever you roll a skill, cast a spell, or use an advantage to remotely perceive your partner, you receive a flat +2 bonus to your success roll.
Cost: 10 points
Cost to Activate: 2 mana
You spend 2 mana and take a Concentrate action to blow a kiss and wink at a target you can see. Roll a Quick Contest of IQ vs. Will, applying standard Ranged Attack penalties to your roll.
If you win, the target spends the next 6 seconds per point of Margin of Victory treating you as though you were their only ally, defending you with their life. This effect does not alter their core personality, alignment, or templates; it only changes who they designate as a trusted ally. They will not follow direct tyrannical orders blindly, using their own tactical judgment to determine how best to protect you, but they will listen to your suggestions and requests as though you were a lifelong comrade.
This power only works against targets legally capable of experiencing attraction toward you. Any subject affected by this power becomes fully aware of the magical manipulation the moment the effect ends.
Cost: 16 points
Cost to Activate: 2 mana
You spend 2 mana and take a Concentrate action to blow a kiss and wink at a target within 3 meters. Roll a Quick Contest of your Will vs. the target's Will, applying Regular Spell range penalties (-1 at 1m, -2 at 2m, -3 at 3m) to your roll and a -1 penalty to their roll.
If you win the Quick Contest, the target is instantly plunged into a state of overwhelming, blissful ecstasy. The effect endures for 2 seconds per point of your net Margin of Victory (your margin of success plus their margin of failure if they missed their roll, or your margin of success minus their margin of success if they made it), with a guaranteed minimum duration of 2 seconds.
Ecstasy: The target is conscious but completely incapacitated, forced to take the 'Do Nothing' maneuver on their turn. They drop to a prone position immediately. They can attempt active defenses, but suffer a severe -4 penalty to all defense rolls. They lose 1 FP per minute (or fraction thereof) while the affliction lasts.
Once the target recovers, anyone attempting to interrogate them via promises of continuing the pleasure receives a +3 bonus to Interrogation skill rolls. This power only works against targets legally capable of being attracted to your presentation. Entities possessing the Killjoy disadvantage are entirely immune.
Cost: 4
Masa'undari protects her champions who bare their bodies. As long as you wear no armor over a hit location, your bare flesh gains a divine resilience granting you DR3.