Forcing the nanites within his body to proliferate wildly... it becomes akin to a tumor, but worse, targeting every part of the body. Then, with a yawn, A small bit of nanite leaves crane mouth, indiscernible to the eye, before it goes to his target. The nanite attempts to invade the body, though most body has a built in defense system which must fight with the nanite. If the nanites win, they move into the body, proliferating and causing the body to undergo decadence. Though, it seems like the proliferation exceeded even Crane expectations and starts to cause the same problem within his body too.
Thankfully it can be neutralized and calmed down via a controlled shock.
Exert your Mind and spend an Action to activate. Select a Living target within 20 feet. Make a Trauma roll when you activate this Effect. Roll Intellect + Technology (10 dice) at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Science (7 dice) at Difficulty 6, and can be cured by Shocking oneself with 50,000+ Volts of electricity (about a stun gun).
This Effect is not obvious, and the only sign you are using an Effect is Yawning. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.
Allena's shadow evolves and becomes hyper-aware of surrounding firearms. Whenever it senses a firearm being aimed at its user it leaves a tiny piece of itself inside the gun. This orb of darkness festers inside the firearm. When the firearm is fired and the internal combustion within the barrel takes place the flash of fire and light disturbs the orb causing it to expand into a spiked ball that destroys the internals of the gun.
Allena's shadow, after too many near-lethal experiences with firearms has developed a distaste for them.
This Effect activates whenever a firearm is aimed towards you while your Hoplophobia is triggered. It does not require an Action or Exertion. Select a Firearm within 20 feet no larger than a duffel bag (35 liters). Roll Charisma + Occult (5 dice) Difficulty 6.
The target object is sabotaged. No immediate change is visible, but the next time the firearm is fired, this Power takes effect. If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
Possession of this Power grants the following Trauma at all times: Hoplophobia, A Self-Control roll to avoid getting angry or running away from a firearm..
With business on the brain, Micheal writes up a contract for one to sign, violating the terms and conditions has, consequences…
This Effect cannot be used unless you are wearing a suit. You must use up a written contract in order to activate this Effect.
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must sign a contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
When Grognar unleashes his power with his weapon in Hand, the air thickens with the stench of blood and smoke. The world shifts into a blood-soaked battlefield, endless warriors locked in perpetual combat—forever fighting, forever dying. The cries of fallen soldiers fill the air, and the ground trembles beneath the weight of endless war. Time itself fractures, dragging everyone within into Grognar’s tortured past. Those around him are lost in the chaos, overwhelmed by the brutal memories of battle and the maddening repetition of war.
This gift warps time and space, summoning a reality where past and present collide. The area becomes a fractured reflection of an eternal battlefield, where warriors are caught in a loop of endless combat, repeating the same war over and over. Time flickers, causing both Grognar and his enemies to experience a distorted sense of the past, while the surrounding environment warps under the weight of this unending conflict. Those within this space suffer debilitating effects, their own personal traumas and memories of war surfacing in response to the overwhelming chaos.
Increase your sacrificial Injury's Severity by 1 and spend an Action. You must actively and obviously use His Axe to activate this Effect. 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.
You create a hemispherical dome of an old Battlefiel originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in any number of the following ways:
Your zone blends with the environment, seeming to arise naturally from local effects. Observers who roll Perception + Alertness and achieve an Outcome 4 or higher notice that it is unnatural.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
A ball of fire wells up in Eden's throat, eventually stretching out their neck like a frog croaking, before shooting out of their mouth, destroying an area.
Take a Severity-1 Injury 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. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brawn + Athletics (4 dice) at Difficulty 6.
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.
When hit with this the person affected cannot move for 8 minutes.
Exert your Mind and spend an Action. Select a Living target within 45 feet. Roll Brawn + Brawl (2 dice) 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.
If the target receives an Injury, they are knocked back 5 * Severity feet.
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.
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.
This witch is a cruel and vengeful creature who works her vile arts against those she deems worthy of punishment. All she must do is point. A flash of green lightning strikes her victim and disappears. Immediately, or upon the completion of some condition, if the witch chooses, the victim's body warps and shifts into a gross mockery of its former self. Whether she's giving someone the head of a donkey or stealing their voice, the witch's enemies always get what is coming to them.
The sheer wickedness of this spell corrupts the witch, giving her a disgusting, witchy appearance.
Exert your Mind (unless you win a coin flip) and Spend an Action. Select a Living target within 45 feet. Roll Intellect + Occult (8 dice) at Difficulty 6. The target may roll Body, -2 dice at 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:
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."
Possession of this Power grants the following Battle Scar: Witchy Appearance. You have a long, warty nose and chin, wrinkled skin, and a hunch back. Social rolls are at +2 Difficulty, and your free movement is reduced by 10 feet.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Possession of this Power grants the following Trauma at all times: Compulsion for payback. You must roll Self-Control to avoid using this Gift on anyone who wrongs you in a major way.
While submerged, the aquamancer can fully sustain themselves from the waters around them, entirely forgoing food, drink, and even air. They may also enter a state of hibernation, remaining underwater and incapacitated for up to two months.
You gain the following benefits as long as you are submerged in water.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.