The eyes of the small sauropod crackle & glow with unearthly energy as small objects begin to float about.
Guido uses Intelligence in place of Brawn & Wits in place of Dexterity to determine Psychic Strength. In the case of thrown items, most rolls that would use Athletics use Temporal Physics instead.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Simple as that, unfortunately.
You gain the following benefits at all times.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
a dim flash of blue comes from the item to be stashed and the user's hand where the withdrawn item appears
Items that exist in the stash are affected by time, and physical needs, but have no access to air and are unable to move.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
This item before him rouses his anger like no other. He snaps. All his volatile, welled-up anger bursts from the inside of the object, blasting it to pieces. It can't hurt him now. At least - not until it's repaired.
On the name:
A term that Zephyren has learned in his Engineering classes, which is just a really roundabout way of saying something has blown up when it wasn't supposed to. A lot of things aren't supposed to explode, but does it stop Zeph from trying anyway? Not really.
On destruction:
He's the burnt aftermath of a blaze. He's the ashen trail left behind - always to be abandoned, always to be harmed and tossed away. He has to change that. He can't just let people get away with this. He'll take their place just so they can't do it to him willy-nilly anymore.
On anger:
Zephyren is a ball of anger. From the beginning he's got an intense anger for the world that he's just been keeping at the back of his mind, shelved for later use. It's melting down in the archives, it's overheating in the engines. He was never meant to hold it back. Now it's just a source for more anguish from the things he destroys out of spite. He tells himself that he feels horrible about it, but in the long run, he thinks he's better off taking out his anger on lifeless items. Unfortunately, it seems that channeling his anger in any way still has consequences...
On expletives:
Something is stopping Zephyren from saying something truly unforgivable. This power does it for him. It screams and wallows over all the stupid decisions people have made, all the ways they could've solved all their problems if they weren't [insert slurs here]. He's heard other people say these things all the time back home, so why couldn't he? He knows why. He only hopes that social convention isn't the only thing that's holding him back.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within 20 feet no larger than a purse (5 liters). Roll Perception + Occult 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a firebird forcefully expanding from within and mutilating itself so it could escape the object.
Kresniks are the antithisis of vampires yet they share similarities, while vampires must gather the lifeforce of the living in order to sustain themselves and fuel their abilities, Kresniks naturally regenerate lifeforce at a much greater rate than other living beings
Kresniks can harness their lifeforce similar to how a vampire does in a variety of ways varying from each individual.
You gain the following benefits at all times.
You are permanently and visibly transformed: Kresnik: your hair is naturally white and you have slightly pointed ears. You are considered to be a Sapient, Living being when targeted..
You no longer age naturally, and supernatural attempts to age you fail.
Jason swings with tremendous force at one of their baseballs, which screams towards their target at barreling speeds.
Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). You must use up Baseball in order to activate this Effect. You cannot target objects which are currently in someone else’s possession. 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.
You may use this Effect to destroy a hunk of material as large as a duffel bag (35 liters), even if it is a part of a larger structure or object.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects: