The Human Bullet builds up speed in his fists, making them insanely deadly weapons.
Exert your Mind and spend an Action. Select a target within arm's reach. This Effect cannot be used unless you succeed on a Difficulty 8 Dexterity + Athletics roll. Roll Dexterity + Athletics 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 8. Armor is fully effective against this damage.
This effect is applied to the target and all targets within 5 feet. It can “jump” up to 5 times.
A green beam comes out and multi-colored rings soon after follow and melts anything in its path and suddenly the room gets unexplainably hot.
Expend a point of Battery and spend an Action to activate. Select a Living target within 45 feet. This Effect cannot be used unless Must have at least 4 or 5 points in Intellect.. Roll Intellect + Firearms 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 1. The target's material Armor is completely ignored.
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.
Whip out your wand, point it at your foe and shout "Magic missile!" A bolt of bright, cold, octarine light whizzes toward your target. It's very Harry Potter until the missile actually hits. Then things get gory. When used as defelection beam, a lightning-like blast deflects an incoming attack.
Exert your Mind and spend an Action. Select a target within 45 feet. You must actively and obviously use A wand: a polished rod of metal or wood. to activate this Effect. 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
Manifest weapons from pure energy granted by the curse and use it to attack/defend against targets. On hit, a heavy sensation weigh on the target's mind followed by a sudden feeling of gloom that lower the targets resolves.
-Repressed thoughts and emotions piling up within has led to this gift being deeply engraved in his subconsciousness.
"I was blinded, the person whom I looked up to was nothing but a liar. That bastard who deluded me.. I will find him.."
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Intellect + Athletics Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
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.
Possession of this Power grants the following Trauma at all times: Lies.
Bluedo channels his newfound knowledge of mystic forces to produce a glittering blast of purple energy.
Bluedo detests violence (it's very distasteful), however, after being attacked by effectively an entire army from the abyss over his contracts career, he discovered that perhaps a little self-defense might be useful. When he went to the mystic to collect his gift, he was told that this particular little trick was quite popular among his ancestors. His curiosity about who exactly these ancestors were grows day by day.
Spend an Action to activate. Select a target within 45 feet. You must actively and obviously use magnifying glass to activate this Effect. 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 3. Armor is fully effective against this damage.
This Gift's Cost is capped at 2 and cannot be increased further.
The aquamancer channels a nearby source of water into a flexible whip, which can be used to attack or to defend.
Spend an Action. Select a target within arm's reach. You must actively and obviously use at least a gallon of water to activate this Effect. Roll Dexterity + Athletics 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.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + 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 4. The target's material Armor is completely ignored.
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."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
After consuming the tainted food or drink, the target transforms into a llama!
Use up this vial of extract of llama and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
All alterations you make must turn the target into a llama.
The Battle Scars you inflict manifest over the course of the next minute.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 45 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
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.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
The Toon performs some sort of cartoonish act of violence. This may be handing someone a bomb, hitting someone with a cartoon mallet, burping a burp that is so noxious it melts flesh, or anything else as long as it is cartoonish.
The attack is more of a throwaway gag than a plot element, so any props or properties of the attack are incidental and disappear immediately. Animated mallets evaporate in a puff of smoke, fire does not spread, and electricity cannot power devices.
Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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.