In hostile random encounters, there is a chance that the user will gain a temporary ally which comes to its aid and blast a ranged attack towards the source of danger. This mysterious figure´s details stay obscure for most who presence its appearance, unable to be determined if said entity is a spirit of some kind or something else...
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.
A weird looking tablet that looks like its been already chewed. With a strong disgusting smell. When eaten the user will experience a unique sensation between relief and relaxation; and concerning disgust. After the first impression the taste softens and you feel renewed waving away all your stress for as long as the taste lasts
The trauma roll should be self control and if you fail, you spit it out an then you roll to see if it is destroyed or not
Use up this Bubble gum (unless you succeed on 1d10, Difficulty 7) and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
ICE BEAM FROM DEEPWOKEN
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. You must actively and obviously use my hate for black people to activate this Effect. The area within 25 feet of the chosen Location 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 the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this damage.
Corpor aims and fires, focusing deeply on his trajectory. Bang. The bullet seems to miss as the combatants almost laugh wildly before they are cut down whilst the bullet ricochets off of not only the scenery around them but the combatants themselves.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. You must actively and obviously use pistol to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Firearms 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.
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.
You may only use this Effect once per day.
The Wizard Hat glows briefly and a tiny burst of highly compressed potent flame is launched from the user’s line of sight, bursting outward on contact.
The Wizard Hat exists to serve a single purpose: to grant magic unto those who possess none. It uses the raw imaginative and intellectual processing of its users brains and rapidly transforms that processing away from biological function and maintenance in favor of REAL, TANGIBLE MAGIC!!! The first of its ‘spells’, ‘Fireball’ is barely even a ball. It is more accurately described as a massively-wound string of compressed and potent fire. On contact with a target, it expands. Rapidly. Explosively. You had best stay out of the radius.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + 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.
Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled.
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.
a ball appears out of thin air and i kick it into the enemies and they explode
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. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Athletics 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. fully effective
If you successfully hit a target with this Effect, the value of any Armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
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.