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 to activate. 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 Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Intellect + Science at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
An ethereal clock face appears in the users left hand palm, with the hands wildly moving around with no sign of stopping. Upon pointing the clock face at an adversary, the clock hands stop and the face flashes, upon which the target is surrounded by a faint yellow glow and begins to move slower than average.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Roll Dexterity + Alertness 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 Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Dexterity + Alertness at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
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.
Sara, with the help of Chitari, wills a green pulsing ball of energy into existence and throws it at the target, and a bright green light bursts from it, concussing everyone around it in a 20ft radius, though channeling the power through normal flesh is.... unreliable
Exert your Mind and spend an Action to activate. Select a Location within 20 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Brawn + Alertness at Difficulty 7.
If you succeed, all Animate targets within 20 feet of the chosen Location 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.
A Jack of Clubs is thrown, as it makes its way towards the target its form shifts into that of a blackjack, a bludgeoning weapon intended for dazing people, just prior to impact. A few moments after impact the blackjack will crumple apart and dissapear.
A member of the Court of Clubs, loyal to their king, this knave has been tasked with weeding out the spies and assassins believed to be amongst their fellow courtiers. To complete this task they've been given a blackjack to daze and remove those who dare to stand against his majesty the King of Clubs.
Spend an Action and use up this Jack of Clubs. Make a Playing Card attack at a Animate target within normal attack range. Roll 7 dice Difficulty 6, penalty does not apply. The target may roll to dodge or defend, as normal for Playing Card attacks. The attack does not deal Damage, but the Effect does.
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 Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll your for your attack as normal. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
Benny can entrance a target into a lustful stupor by looking deep into their eyes and dominating their mind with his own. His eyes have paid the price for power; instead of whites, his irises are now surrounded by a blood red color, which becomes more or less intense depending on how recently he has fed.
Exert your Mind and spend an Action to activate. Select a Animate target within 20 feet. This Effect cannot be used unless you make direct eye contact with the target. Roll Charisma + Alertness at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for as long as you maintain Concentration; if you stop or are interrupted, the Effect will end. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
The kangaroo takes hold of their targets head, and with a quick jump and run, bashes it against the ground.
This Effect activates whenever you must be attacked first, you cannot use this as a starting move.. It does not require an Action or Exertion. Select a Animate target within 20 feet. Roll Brawn + Brawl 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 Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Brawn + Brawl at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.