"duke swing his arm causing a invisible wave of hurting,slowing damaging the target from inside out.
like a komodo bite,the longer it takes for you to treat it,the more easy is to take the prey out."
"duke swing his arm with all his might,making a gust of wing going straight for the target's body.
mere seconds pass they start to growing internal pains,that get worse In every hour,and if not treated they will perish."
Exert your Mind and spend an Action. Select a Living target within arm’s reach. Roll Dexterity + Brawl 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 one of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
Luna disperses water into the air, and the illusions appear shortly after.
Exert your Mind and spend an Action. Select a target within 45 feet. You must use up 1 Liter of water in order to activate this Effect. Choose an illusion to generate, which can be no larger than an SUV.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their touch, taste, smell, hearing, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who struggles against the illusion hard enough to break a window or who would be damaged by the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Possession of this Power grants the following Battle Scar: Weakspot: The Sol symbol on her left shoulder and Shoulder Sublaxation.
Possession of this Power grants the following Trauma at all times: Nightmares: Her Twin being seperated from her, Psychopathy, and Compulsion to clean.
Dreamer falls asleep, and her dreams carry her far away, to dream of somewhere or something else, in the form of a soaring bird.
Exert your Mind and spend one minute. Select a target Location within 75 feet. You may select a target at any range if you use up something the target has slept with of the target.
You may perceive things as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
This Effect is not obvious, and the only sign you are using an Effect is you fall asleep. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
You create a visible manifestation at the Location where your senses are projected which looks like a black bird that could either be a raven or a crow.
The kid walks down the dark street illuminated by street lamps, bunching himself up to stay warm. He hears a piercing screech from afar and quickens his pace out of fear. The air feels colder and heavier. A man walks down the road in front of him, he's big, muscly as hell but the cold keeps the kid in place he can't seem to bring himself to cross the street to avoid him and with every step the air feels colder and colder and colder until it hugs him in a climax, the man smirking passes the kid, a new weight bearing on his shoulders. Days later the child sits over a corpse eating, greedily stuffing chunks into his mouth.
Exert your Mind and spend an Action. Select a Living target within arm’s reach. Make a Trauma roll when you activate this Effect. Roll Brawn + Influence 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 one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by _Ingestion of copious amounts of animal fat and oils_.
This Effect is not obvious, and the only sign you are using an Effect is A cold wind leaves Gullivers slightly open mouth and wraps around your body. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Angus preforms a ritual touching the water. The water freezes over as heavy fog pours from it and a specter of Ice forms. Each specter is different as they lay claim to an area. Angus attempts to communicate with them to pry anything the spirit knows.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile You must use up a sinks worth of water in order to activate this Effect. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn the following information about the area:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see frozen spirits rise from the water to commune with Angus in unnatural ways.
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 cannot investigate the same area more than once per day.
With a bare flex of will, the Kitsune subtly creates an illusion within her range.
The illusion works due to Kayleigh's latent ability to 'stretch out' her soul over a larger area. Coupled with her vibrant imagination, Kayleigh wills something to exist and it does, if only in an illusory manner.
This ability is still incredibly nascent and untrained, requiring concentration to maintain hold on, but Kayleigh is clever. She can figure this out.
Exert your Mind and spend an Action. Select a target within 45 feet. You must actively and obviously use a mask to activate this Effect. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place as long as you maintain Concentration or you choose to end it. It can be perceived by people through their smell, hearing, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
Possession of this Power grants the following Trauma at all times: Cynophobia.
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 Future Soldier learned to create foam grenades in their own time period, and they still can, kinda. They look like glowing orange capsules with a rugged rubberized grip. When thrown, they burst into a splash of expanding neon orange foam. The foam hardens in seconds, severely hampering the movement of anyone unlucky enough to have been splashed. Those affected may use their hands or weapons to hack away at the foam and free themselves.
Occasionally, the fuses on these bootleg grenades fails, and they go off immediately.
Spend an Action and use up this small metallic grenade with pin (unless you succeed on 1d10, Difficulty 7). Make a thrown attack at a Location within normal attack range. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are hit as it activates immediately at your present location. The target may roll to dodge or defend, as normal for thrown attacks. The attack does not deal Damage, but the Effect does.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They can still move their arms and use Effects, but are reduced to ¼ of their movement speed.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of Damage equal to twice the original Contested Outcome. Damage from multiple attacks is cumulative and stacks linearly.
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 Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 20 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways: