EXPLOSSSSIIIIIIOOOOOOOOOOOOONNNNNNNNNN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (INSANE GUTAIR RIFT)

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A consumable Bullet that lets you cause a destructive blast of damage in an area.
Used by Bartholomew, A Montgomery, Created by clouds.
(It is obvious you are attacking the target. )

Arcane runes etched into the bullet hum with fiery purpose. Firing this custom loaded cartridge will embed it into a target and cause a delayed explosion, and douse them in flames.

This innocuous little bullet packs an explosive punch! Just lob this custom loaded cartridge center-mass and watch them run! In just a few seconds, your target will be engulfed in a sea of fire, smoke, and 100% satisfaction, guaranteed!


Spend an Action and use up this Bullet. Make a Firearm Attack at a Location within normal Attack range. The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. The target may roll to dodge or Defend, as normal for Firearm Attacks. The Attack itself does not deal any Damage beyond the Effect.

If the Outcome is positive, your blast hits everything within 10 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.

  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Blast Gifts

Exert your Mind and spend an Action. This Effect cannot be used unless Alternate Form is active and Final Form is active. The area within 10 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 10 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.

For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of you. The damage decays by 2 each Round.

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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Edgar's skin split like a rotten fruit, erupting with lashing tendrils, flaming ichor, & the screaming faces of the dead.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

  • Any visual cues from the initial blast which indicate imminent danger will remain in place during the following three waves of new blasts.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. You must actively and obviously use Raiper to activate this Effect. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness 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 20 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.

Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 damage will have their hair and clothes catch fire.

  • You can target yourself if you qualify as a valid target by the other requirements.

Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + 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.

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.

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.

You may only use this Effect once per day.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Dare any of you, having a matter against his neighbor, go to law before the unrighteous, and not before the saints?

Exert your Mind and spend an Action to activate. Select a Location no further than 40 feet from you and in your line of sight. Make a Trauma roll when you activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Occult 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 the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this damage.

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.

Possession of this Power grants the following Trauma at all times: You feel hypnotized by fire and destruction. You must roll self control to come back to yourself.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

This Effect activates whenever a great danger meets the user. It does not require an Action or Exertion. Select a Location no further than 40 feet from you and in your line of sight. “Your target should be intuitively based on the triggering event. This Effect cannot be used unless the user is endangered. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Influence 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 the chosen Location with Damage equal to your Outcome + 4.

You may only use this Effect once per day.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Blast Gifts

Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + 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. Armor is fully effective against this Damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.

You may only use this Effect once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.