I raise my hand to the sky and click the side of the watch as I shout my catch phrase. The watch glows brightly as a teal coloured energy field start to form.
Expend a point of Battery and spend an Action or Reaction. Roll Intellect + Technology at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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.
Nestled within Gustav's cranium resides a sinister demon known as Corruptus, the Mindcage. When this power is invoked, a horrifying transformation occurs. For a fleeting moment, Gustav's skull splits open, revealing his ensnared mind. Within, eerie, sinuous tentacles sway hypnotically, weaving an intricate and disturbing barrier.
This grotesque and ethereal barrier, composed of twisted soul flesh, latches onto the target with an otherworldly grip. The contact can result in agonizing burns within the victim's very soul. Once attached, the barrier retaliates with eternal, fleshy tentacles that lash out at the attacker
Spend an Action or Reaction. Select a Animate target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see tormented souls as cover.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Upon activation Vivians eyes tint a golden hue, as a skin tight invisible barrier forms around her body protecting her from harm.
When one announces her presence and makes herself known to the enemy they naturally become a target even when compared to more dangerous individuals if they are less obvious. As such it is only natural that one who wishes to truly inhabit the role of a Font of Hope must be able to stand tall and be hit. This is the embodiment of the phrase "If you are going to shoot someone, shoot me."
The way Vivian has utilised her powers recently has resulted in harm coming to many. This is not what she wants to do, despite how easy it may seem. No, she must remember why she is here on this earth. So she will stand tall, and shout to the world that "I am here". A second chance to be what she wants to be, a hope for the hopeless.
Exert your Mind and spend an Action. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. You 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 Effect is not obvious, and the only sign you are using an Effect is Golden Eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Whenever Bloodveil is used, Jio is seen intensely looking at his chosen target for roughly a minute before knodding his head in a sense of acknowledgement.
Spend 2 Actions. Select a Sapient target or a Creature within arm's reach. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Fear of God. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You cannot investigate the same target more than once per day.
The user of the card holds it up and speaks the name of the card, "Paladin's Shield!" The person that the card is facing, whether it be themselves or another within 20 feet, will have a glowing shield of light appear around them-- or wherever the attack is coming from if used as a reaction. The card turns gray. After the shield falls, it disappears with sputtering sparks. The card remains gray until 2 rounds/6 seconds later, where it regains its 'light' and can be used once again for protection.
Exert your Mind and spend an Action or Reaction to activate. Select a Animate target within 20 feet. Roll Perception + Legerdemain at Difficulty 6.
If you succeed, you create a Barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, 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. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.
As he grabs his necklace and holds out his hand, a small layer of water forms around him, protecting him and anyone he deems needing protection.
Exert your Mind and spend an Action or Reaction. You must actively and obviously use a Sharktooth Necklace to activate this Effect. Roll Dexterity + Athletics at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +2) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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.
By focusing and whispering a prayer under their breath, the priest may invoke their god to protect those who have good works left to do.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is a living human. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +2 Damage. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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 Effect is not obvious, and the only sign you are using an Effect is you whispering a prayer under your breath. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.