WIP
Exert your Mind and spend an Action. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Brawn + Brawl 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.
Dottie seems entranced as she puts together a small plate of food, positioning everything quickly but still taking time to ensure it is all just so. She places the meal inside the fridge with the reverence you'd offer a king before stepping inside and seemingly disappearing into a puff of warm, earthy smoke.
Exert your Mind and spend 1 minute. Select a Location within your line of sight , and which is directly adjacent to a Fridge/Cooler/Freezer. You must use up a recently prepared meal in order to activate this Effect. You must be within arm's reach of a Fridge/Cooler/Freezer to activate this Effect.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Kitchen for one minute, you may activate this Effect and travel to the edge of any other Kitchen that you’re aware of, regardless of range.
Immediately on arriving at a new destination, you may spend your next Action to return to the starting location without Exerting your Mind.
When you Travel, you leave a faint puff of frankincense scented smoke as a distinct trail between your starting and end points.
Lau extends a hand, and a biting serpent made of shadow covers the target limb, before it is painfully consumed and vanishes into the void. The shadows can also extend from his mouth.
Lau, having made more of a name for himself, can now make sacrifices to his god.
In addition to Faith, you now have an additional resource in the form of Apep's Favour. You gain points of Apep's Favour through this ability dependant on the Severity of the Battle Scar caused. Minor is 1, Major is 2, Severe is 3, Extreme is 4 and Deadly is 6. The maximum amount of Favour you have is equal to three times your Faith.
VALID SCARS:
Minor:
Bleeder, Missing Fingers, Tongueless
Major: Mute, Lost Hand, Missing Foot, One Eye, Soft Spot, Maybe: Enervated, Traumatic Brain Injury
Severe: Missing Leg, Deaf, Missing Arm, Gusher
Extreme: Parapalegia, Blindness, No Hands, Skinned
Spend an Action. Select a Living or Animate target within 45 feet. This Effect cannot be used unless you consider light level. If you are in dim light, the Battle Scar is reduced in effectiveness by one step. In daylight, it is reduced by two (Severe to Major, Major or Minor to none). Roll Perception + Occult at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
You may affect up to 3 targets within range.
All alterations you make must remove body parts.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Cássio draws the focus card from the deck and focuses, closing his eyes. The card then bursts into shadow flame and "slots" itself into the ground, letting out a wave of arcane energy that resonates with the Veil in the target radius. Cássio then opens his eyes, which have turned pitch black, and is able to sense the impressions upon the veil where spirits have departed this realm, as well as disturbances caused by sources of otherworldly energy. Opening one's mind to this much otherworldly information at once can be dangerous, and Cássio needs to steel himself lest he be overwhelmed by the pain of the deceased.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet You must actively and obviously use a tarot card (II - The High Priestess) to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Charisma + Occult at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
Picking up on the struggles of his target, Johan gives a prayer for said target. The Lord, hearing such fervent prayer, blesses the target with emotions of hope or joy through the now slightly glowing eyes of Johan.
This Effect activates whenever somebody within range is in a negative emotional state. It does not require an Action or Exertion. Select a Living target within 300 feet. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the user gives an audible prayer about the target of the effect. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by joyous emotions. 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.
This Effect is not obvious, and the only sign you are using an Effect is a slight glow in the eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
If any affected target takes or deals Damage, this Effect ends.
Wei Fu opens his jaws to reveal the terrifying sight of sharpened, gashing teeth. He hungers.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless Wei Fu must be able to bite into the target, piercing the flesh with his sharp teeth.. Roll Dexterity + Brawl 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. The target's material Armor is completely ignored.
Injuries caused by this Effect can be Stabilized but do not heal naturally. Any Effect that would heal them has its effectiveness reduced by 2 Severity Levels, to a minimum of 1 Severity level of healing.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Cannibalism.
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.
While transformed, the Werewolf can leap great distances, climbing structures and closing the gap to their prey.
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are in werewolf form.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. 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.
The survivalist is adept at following an animal through any terrain. Once they find a recent track, they may focus their will to illuminate the trail of their target. Any part of the target's trail within eyeshot glows a bright, misty green. Even the trails made by vehicles the target was riding in are illuminated.
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. You may select a target at any range if you use up fresh tracks of the target. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is revealed by illuminating the trail in a glowing light and made publicly available.
You cannot investigate the same target more than once per day.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.