Have you ever seen a seven and a half foot werewolf kick down a door?
Well, now you have.
In a pinch, Emily can use her paws, but there's not quite the same feeling as just booting a door down.
Spend an Action. Select a door, lock, or locked target within arm's reach. This can be used on Alien technology.
You may lock, unlock, and/or open your target.
Leon begins to perform a series of odd hand gestures, each an occult ritual that those in the know may recognize before striking the target with his palm. Each palm strike creating a singular rune matched to a different shinto god that begins to rotate furiously as it blurs faster and faster with each strike until it forms a nine-fold circle and then plunges into the lock, which can then either be sealed, opened, or shattered by the energy within depending on the final gesture Leon executes. A palm strike to shatter, a gesture of Kai to seal, and a gesture of Mudra to open.
Leon had felt the pain of arcane bondage before. What it felt like to have your soul shackled and your body unable to listen to a single command. He had broken those shackles, mostly, and today he had learned what incredible things the universe held. How others could take your body and leave you trapped by simple bindings that one could not even see. Leon would not have this, he would not have his body, his mind shackled by these profane others who had come to make him a slave again. Never again.
So he set out and studied at every Shinto shrine he could find. From every priest, he could meet to find a solution to find a Kami that would grant him the power to shatter these seals in exchange for the incredible divine offering he had been given for his victory, and his studies came to an unfortunate realization.
No single Kami could grant the power he needed, to shatter these otherworldly things and the stone that had one yoked his soul, to seal them forever so that he would never again need to fear the shackling power of the killing stone or this new threat again he had but one offering to give, but his cause for once was just, and he went to the shrine dedicated to the pantheon of the Shinto gods. On his knees he begged as he presented the offering, knowing that it alone was not enough but that their world and so very much more was at stake, and so he implored. Their duty as Kami went beyond the petty struggle of Yokai and Kami, that they needed to unite and he would be their agent on this plane if that is what it took to recognize that the universe was more important than the squabbles of individual men and women. Divine, Yokai, or Mortal. It mattered not, they were in the face of an incredible threat. Thus, the gods listened, and they accepted. Though they demanded they each be honored with a gesture before this power was used, together they would grant him the power to shatter, seal, or open these strange things but they would need his offering in exchange. The world at stake or otherwise, bestowing a divine boon such as this without compensation would render them weaker in the coming conflict. Thus, Leon parted with the boon he received and returned to begin studying the gestures and through that study created the nine cutting fingers.
臨/Rin: Tensho Kodaijingu/ Amaterasu Omikami
兵/Pyō: Sho Hachiman Daijin
闘/Tō: Kasuga Daimyojin
者/Shā: Kamo Daimyojin
皆/Kai: Inari Daimyojin
陣/Jin: Sumiyoshi Daimyojin
列/Retsu: Tanyu Daimyojin
在/Zai: Nittenshi
前/Zen: Marishi-Ten (Marici -Skt.)
Exert your Mind and spend two Actions performing the following ritual: Performing the Nine cutting fingers gesture on the target. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets. You must actively and obviously use A ritually blessed key to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
You may Exert your Mind and spend two Actions to seal a lock or a closed door. Sealed doors / locks cannot be destroyed, removed, or operated by mundane means. When sealing a door, you may specify a passphrase which grants access.
Donnie touches his targets, changing them from the inside out as the resulting energy turns into injuries that afflict their body depending on how well they don't succumb to the invasive force.
Spend an Action. Select a Living target within arm's reach. Roll Brawn + Occult at Difficulty 6. The target may roll Body, 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:
You may affect up to 3 targets within range.
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
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: Fear of demonic imagery.
Steve brandishes his pocket bible and his cross, summoning up his faith and repelling foes with a blast of light and a whiff of saltwater.
Exert your Mind and spend an Action to activate. You must actively and obviously use your holy items to activate this Effect. Roll Intellect + Brawl at Difficulty 6.
Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next 3 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 15 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
Sometimes things don't work out. Sometimes they malfunction or go haywire.
For you? They seem to go well every time.
Thanks to movie magic (and some fudging of the coefficient of friction, though you don't realize it), any weapons that are swung at you seem to melt and become malformed as they collide with both you and the surrounding air, so long as you wear this kickass pair of eyewear that're emitting this li'l field of movie magic.
If you don’t pull em down and wink, then these babies won’t work. Little equations float around the glasses whenever they’re used in this way, too.
You still gotta act like you're taking the blow though. The trick works best when you get the fight choreography... just right.
How else will the audience appreciate the work put into this.
This Effect activates whenever you are attacked by a melee weapon. It does not require an Action or Exertion. Select a melee weapons within arm's reach no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Dexterity + Athletics 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.
Gulliver touches his target gripping their shoulder, pushing his energy of the forest into their soul, slowly transforming them into his pets and followers. Into the woodland creatures that serve him
Exert your Mind and Spend an Action. Select a Living target within arm's reach. Roll Brawn + Influence 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:
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 Woodland creatures.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
Come one, come all! Stand in amazement and behold as the Fire Eater consumes a flame as if it were cotton candy! Gasp with fright as they breathe a plume of fire a great distance! And yes, ladies and gentlemen, it is quite dangerous.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: perform a fire-breathing trick. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you take a Severity-4 Injury as the fire burns your throat. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
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.
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
The priest channels their true faith into a brutal assault on the consciousness of demonic or unholy creatures. By wielding their favored holy symbol, a gilded crucifix, they can put a proper fear of god into them, leaving them cowering at any truly holy things they encounter.
Exert your Mind (unless you have been recently attacked by your target) and spend an Action. Select a Sapient target within 20 feet. This Effect cannot be used unless the target is undead, demonic, or another evil creature. You must actively and obviously use a gilded cross to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
This trauma cannot be removed by spending Experience and undergoing mundane therapy. Affected targets are aware that they are being attacked and can generally tell who did it.