Observers of the gift will observe the iron giant approach the receiver, silently raising his hand, as a darkened blood commences to leak through the crevices of his gauntlet. The Giant will do a cross on the receiver, not really mattering its placement. The mark will feel warm, and progressively on the next few moments, the user will start feeling how hunger and thirst are no longer there, and neither is the need for air. The recipient will feel completely content and well fed. No starvation/dehydration symptoms are noticed from usual recipients.
Several spikes have grown between the gauntlet and the iron giant's skin. These spikes, upon activation of this gift, extend to puncture the hand of the Penitent, opening several offices that begin leaking small droplets of blood.
This blood becomes modified and deeply enriched by special glands located on the inside of the gauntlets as they leak through it. Upon bearing the bloody cross on the body of the receiver, he absorbs the nutrients of the enriched blood through the skin, nourishing the user for the entire day.
Spend an Action. Select a target within arm's reach.
For the next 24 hours, your target does not require any food, water, or sleep.
This Gift's Cost is capped at 2 and cannot be increased further.
The room grows warm and your eyes glow a soft golden hue as you raise an open palm towards the target. For an instant, you hold the heat and light of a star in your hand before it begins to hum gently through the air with ethereal grace, inviting free floating particles plucked from the air to join it in the dance. The orb then quiets as it settles into its final destination and illuminates the area marked for doom. It collapses in on itself there and then burns white hot. Within seconds, it explodes.
Congratulations, your extensive experience with explosives paired with a healthy dose of pyromania has manifested itself as the Gift "Sacred Flame"! Welcome to the wonderful world of a minute's worth of pyro-specific telekinesis and mindbogglingly speedy scientific calculations! If amazingly glorious explosions are what you're looking for, we promise customer satisfaction is guaranteed. Now, let's put the rumors to rest- are the reports of madness as a side-effect true? Wellll... let's just say we prefer the term "one man cult." After all, who knows better than you that Chaos is nature, and the Light must reign? Nothing is sacred but the flame (`∀´)Ψ
Exert your Mind and spend an Action. Select a Location within 40 feet. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brains + Science at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Possession of this Power grants the following Trauma at all times: Pyro's Green Thumb: You must roll Self-Control to avoid helping fires grow and Moth You must roll Self-Control to avoid staring into flames, losing you a free action during initiative.
She blinks, and her eyes open glassy black - like a cicada, or like a camera lens.
She's in your walls. She's on the inside.
Exert your Mind and spend an Action.
You may perceive things through sight within 75 feet of you as though there were no walls or obstacles blocking your view for the next 30 minutes.
Any Perception rolls made through obstacles are rolled at +1 Difficulty.
Yuria plays a quick solo, a shockwave of lightning bursting forth around her and coursing through nearby enemies. Weaker or injured targets are killed instantly, their eardrums and skulls shattered, their eyeballs melting from their sockets.
Exert your Mind (unless you win a coin flip) and spend an Action. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Intellect + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
Edgar leans in close to the grappled or restrained target, using his thin pebbled tongue to extract a live maggot infesting his body, which he then inserts into an ear, a nostril, the mouth, or another orifice of choice - he then pronounces the terms upon which the maggots will mystically multiply, consuming the victim from within...slowly.
A curse learned from the vile pages of the Cultes des Goules, this effect relies on maggots that have come to live within the bodies of the Ghouls themselves, feeding on detritus & rotting flesh that lodges between the creatures teeth. These maggots are not generally harmful to the Ghouls, but if forced into healthy flesh they can be unnaturally voracious, made even more so by a Maledicta from the dread book - when the curse is fulfilled, the maggots multiply within the victim, eating him from the inside out in an excruciating process that can take up to a minute - of those killed by The Worm Turns, only bones remain.
Exert your Mind and spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless the target is grappled or restrained. You must use up a live maggot in order to activate this Effect. Roll Brawn + Melee Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 6. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
Sister Mary Catherine brandishes a cross that begins to glow with holy light. The cross explodes forward with allthe righteous might of a Saint of God. Those who have been rebuked will be sent away from Sister Mary Catherine.
Spend an Action to activate. Select a target within 45 feet. You must actively and obviously use A Cross to activate this Effect. Roll Perception + Occult Difficulty 6. The target may contest by rolling Mind, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
If the target receives an Injury, they are knocked back 5 * Severity feet.
This Gift's level is capped at 2 Gifts and cannot be increased further.
The magician dons their wizard hat, raises their arms, wiggles their fingers, and a rain of sparks fly woosh around an object. It shudders to life and follows the magicians commands, including to do things it was not designed to do.
Exert your Mind and an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.
The spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.