An aura activates around you that repulses enemies
Spend an Action. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you explosion.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field cannot move any closer towards you.
You must maintain Concentration during this Effect.
This Gift's Cost is capped at 2 and cannot be increased further.
Expend a point of Battery and spend a minute. Select a target Object within arm's reach. You may select a target at any range if you use up i of the target. At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The clown simply stands there, dreary and depressing. The final boss then proceeds to curl up in a ball and decide to rethink his life choices.
This Effect activates whenever an entity within range commits itself to attacking you. It does not require an Action or Exertion. Select a Living or Animate target within 300 feet. “Your target should be intuitively based on the triggering event. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by depression. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Possession of this Power grants the following Battle Scar: That Guy - You've just got a punchable face. (You receive +1 Difficulty on all Social Rolls where being a depressing bitch would matter).
If any affected target takes or deals Damage, this Effect ends.
The hammer’s obsidian head glimmers with faint, glowing runes, casting a halo of golden light around it as Grognar activates it. Bystanders would see the runes pulse with power, a faint, crackling energy radiating from the hammer.
Spend an Action. Select a Animate target within arm's reach. Roll Brawn + Melee at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Leon clenches the eight-pointed star within his fist and blood drips down from his grip as it digs into his palm, lightly glowing pink for a moment, then brown, blue, green, red, black, and finally, white. The offering complete Leon's spiritform gains the power to assume a presence on the material and as it surges forward it delves into the left eye of the target, forcing itself into the beings tear ducts as Leon forcibly conquers the soul of the target, subjugating it as he takes over the person in a perverse corruption of typical fox-possession.
Exert your Mind and spend an Action. Select a Animate target within arm's reach. You must actively and obviously use The Eight Pointed Star Insignia of the Star of Belligerence to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Brawn + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of days equal to the Contested Outcome. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. If they fail, you remain in control.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Leon's spirit form rip it's way out of the skin suit it wears and force itself into the left eye or approximate equivalent of the target.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
You may only use this Effect once per day.
Gaius recites long dead family magics, written down into one of many dusty tomes, and pulls energy from the air to infuse into the dead. Invisible phantom strings puppet the body into motion, using gaius' prompts of name or distinguishing characteristics to take hold and make it a humble servant to Gaius commands. The Zombie moves in shaky spurts loping along with feet akimbo and arms trailing. Though not much to look at these can be formidable foes, if left alone for their numbers to swell.
Exert your Mind and spend an Action. Select a Dead target within arm's reach with at least half its skeletal structure remaining. This Effect cannot be used unless only works on male corpses.. You must actively and obviously use A book. to activate this Effect.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The Necromancer spits into the mouth of a recently deceased corpse. For the few minutes, the corpse's head comes back to life and speaks to the Necromancer.
Exert your Mind and spend an Action. Select a Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next hour.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
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:
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a phobia of holy things as a Trauma. This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 20 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways: