Bankston gathers up a group together for a mock trail while brandishing his D.A. badge, every one who participates is put through the act of having to defend there traumas and explain why its apart of who they are. while the others act as the prosecution/Jury launching arguments as too why that really not who they are. eventually Bankston will call for recess and the group will grab some food and relax.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
The smith hits downward with his tool and in the same notion the enemy is hit with a tungsten cube, shot at them from a portal from seemingly nowhere. The cube disappears shortly after.
Spend an Action. Select a target within 300 feet. You must actively and obviously use a metal working tool to activate this Effect. Roll Dexterity + Crafts 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 2.
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.
This Gift's Cost is capped at 2 and cannot be increased further.
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 Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation with the target's inner monologue. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Spend an Action to activate. Select a target within 10 miles of you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of conversation to your target, and may continue speaking with them without any additional Exertion cost for as long as you maintain Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Gift's level is capped at 2 Gifts and cannot be increased further.
he use ring of death to kill someone alive ignoring all normal Defence
Spend an Action to activate. Select a Living target within 45 feet. Roll Brawn + Alertness 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. The target's material Armor is completely ignored.
This Gift's level is capped at 2 Gifts and cannot be increased further.
white and blue light spills out of the pages as angelic voices chant in Hebrew, the target's spirit is examined
Exert your Mind and spend a minute. Select a Sapient target within 20 feet. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is angelic light reveals the information to all and made publicly available.
You cannot investigate the same target more than once per day.
A normal suit belt that looks like your average belt with a round belt buckle. It doesn’t stand out too much, other than being a belt with a unique design.
This belt contains 3 small wards. One of these wards can be activated inside the belt, and the other three can be spread out. This allows Liam to communicate with others, but also be alerted to beings entering his perimeter as well as his comrades if he chooses to give them his wards.
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward,. You can see through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by Synapse alert (nervous system registers direction).
You may communicate through your ward, though doing so will reveal its presence.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
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 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
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 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.
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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.