Nomie calls out to the Fae on your shoulder. She makes an interesting case.
Play the game, or fucking die.
The Gnome calls back - ~~yoo-hoo~~!
Exert your Mind and spend an Action. Select a Living target within 45 feet. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 6. Armor is reduced to 1/2, rounded down against this damage.
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 Trauma at all times: WILL OF THE GNOMES.
megumin goes boom
Exert your Mind and spend an Action. Select a Location within 40 feet. You must actively and obviously use Magic Rod to activate this Effect. 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.
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: wants to solve every problem with explosions.
"The Beast" goes Beast Mode on his enemy
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 10. Armor is fully effective against this Damage.
If a Living target would suffer an Injury Severity 5 or greater from this Effect, they die.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
The wielder swipes at their target with the Frangiclaive and the target opens in ways that they're not supposed to.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 45 feet. Roll Intellect + Occult 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. Armor is fully effective against this Damage.
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.
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.
When he uses this Gift he gains a fearless smile, regardless as to his true feelings, and his eyes glow a sinister black momentarily. The affected targets feel as if he's laughing into their ears, those who manage to resist hear a 'Tsk' as it fades away and those who fail have the laughter sink into their skin as a chilling sensation which vanishes a moment later.
Due to the sheer ease at which he naturally manages to traumatize people through his daring feats it gained a power of its own.
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. This Effect cannot be used unless use Daredevil to the detriment of another Satient being. Roll Intellect + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by the GM. This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets are aware that they are being attacked and can generally tell who did it.
The target begins salivating, unable to control their tongue, shaking in pain before coughing up their internals, bile and a lot more than what should’ve been there. Within seconds they’re dead.
Use up this A well-wrapped stripy hard candy, pink witht he scent of strawberries. and spend an Action to activate. Select a Living target within arm's reach. This Effect cannot be used unless The candy must be swallowed and consumed. and After consumption, the living target must make a coin flip. Heads=they take the damage, initiating an organ failure within them, alongside taking the +12 damage. Tails=They experience a delicious and lovely flavour unlike any they have tasted.. Roll 7 dice Difficulty 6, penalty does not apply. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 12. The target's material Armor is completely ignored.
If a Living target would suffer an Injury Severity 5 or greater from this Effect, they die.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture Difficulty 6.
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.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
The mutant has gained some control over their genetic instability, allowing them to trigger a mutation at will. When the need arises, their flesh warps and twists, and a new mutation manifests that is suited to whatever obstacle the mutant happens to be facing at the time.
Spend 30 minutes. You may only target yourself. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
This Gift's Cost is capped at 2 and cannot be increased further.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The mystic enters a meditation while focusing on a remote location. A glowing sigil of an eye appears on their forehead, and a ghostly image of themselves meditating appears at the location they are envisioning. For a brief period, they may see the area they are projecting to as though they were standing there.
Exert your Mind and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
You create a visible manifestation at the Location where your senses are projected which looks like a ghostly image of yourself meditating.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets