The Goblin King channels their power through their Bangmangi, allowing them to create an illusion out of thin air, forming as if made out of mist, then disappearing just the same.
Exert your Mind and spend an Action. Select a target within arm's reach. You must actively and obviously use Club 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 for the next minute or you choose to end it. It can be perceived by people through their hearing, smell, 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 touches 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 will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. 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.
Billy Chance was called the Hangman in his youth. Not for extensive use of lassos or nooses, but because he was strong enough to crush a man's windpipe one-handed.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +7 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
An insane amount of ads start filling the target's UI, causing some disorientation and lag.
This affliction can be easily cured by contacting your nearest Server Customer Support, and having them remove the debuff by manual coding.
Here's the ads:
1. Apple
2. Nike
3. Toyota
4. Coca-Cola
5. Samsung
6. Amazon
7. McDonald's
8. Microsoft
9. Honda
10. Adidas
11. Walmart
12. Google
13. Ford
14. Pepsi
15. Sony
16. Mercedes-Benz
17. BMW
18. Netflix
19. Starbucks
20. Facebook
21. Target
22. Volkswagen
23. IKEA
24. Audi
25. L'Oreal
26. Chanel
27. Gucci
28. Louis Vuitton
29. Puma
30. Under Armour
31. Reebok
32. Rolls-Royce
33. Bentley
34. Ferrari
35. Lamborghini
36. Maserati
37. Aston Martin
38. Porsche
39. KFC
40. Subway
41. Taco Bell
42. Burger King
43. Wendy's
44. Pizza Hut
45. Domino's
46. Papa John's
47. Chipotle
48. Olive Garden
49. Red Lobster
50. Outback Steakhouse
51. Ben & Jerry's
52. Häagen-Dazs
53. Baskin-Robbins
54. Dairy Queen
55. Cold Stone Creamery
56. Godiva
57. Ghirardelli
58. Lindt
59. Hershey's
60. Nestle
61. Kellogg's
62. General Mills
63. Post
64. Quaker
65. Aunt Jemima
66. Jif
67. Skippy
68. Smucker's
69. Nutella
70. Heinz
71. Hunt's
72. Campbell's
73. Progresso
74. Amy's Kitchen
75. Stouffer's
76. Lean Cuisine
77. Marie Callender's
78. Totino's
79. Annie's
80. Kashi
81. Nature Valley
82. Clif Bar
83. Kind Bar
84. RXBar
85. Atkins
86. SlimFast
87. Jenny Craig
88. Weight Watchers
89. Nutrisystem
90. Beachbody
91. Peloton
92. Bowflex
93. NordicTrack
94. Lululemon
95. Athleta
96. Under Armour
97. Fabletics
98. Alo Yoga
99. Outdoor Voices
100. Champion
Exert your Mind and spend an Action. Select a Animate target within arm's reach. You must actively and obviously use Leather Gloves to activate this Effect. Roll Charisma + Performance at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number 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.
You may cure any target you’ve afflicted at any range as a Quick Action.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
A Demonic creature appears in a puff of smoke
Exert your Mind and spend an Action.
Summon the one and only Sapient Bob at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
You may end this Effect prematurely as a Free Action.
If killed, you cannot re-summon your minion until after your next Contract.
Billy Blitzen throws an object enhanced by his superhuman speed, causing the projectile to accelerate to near bullet speeds. Billy's training as an Athlete has resulted in him being able to twist the projectiles in just the right way as to ricochet off of objects.
You gain the following benefits as long as you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
After snorting in a line of Gunpowder, your body starts moving explosively fast.
Exert your Mind and spend an Action. You must use up Gunpowder in order to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 100 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 100 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
If you perform an all-out Sprint while this Effect is active, all attacks targeting you suffer -3 dice for the next Round.
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 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 beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The Android's skin is extremely pale, their eyes are yellow, and their body stays at room temperature. They do not bleed, and traditional medicine is ineffective at treating them. Furthermore, they may be hacked by any supernatural effect that could hack a computer.
You gain the following benefits at all times.
You are permanently and visibly transformed: you are an android, with pale skin and yellow eyes. You are considered to be a Sapient, Non-Living Computer when targeted..
You are immune to damage from cold. If cold is a substantial component of other damage you would take (e.g. falling from a great distance into a vat of liquid nitrogen), that damage is reduced by 2 (in addition to Armor)
No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
You cannot ignore or decrease the effects of Stress for any social rolls you make.
The Severity of any Injury caused by electricity is increased by 2.
The Witch wiggles her fingers at her broomstick, and it leaps from the ground with a whoosh of wind. She may then hop on and fly around. It’s so fun, she often finds herself cackling uncontrollably.
Exert your Mind and spend an Action. You must actively and obviously use a broom to activate this Effect. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
The Soldier has spent a healthy ten thousand hours training with the weapons of their military. They are deadly when wielding any firearm made in their home country. Drawing their standard issue at the start of a confrontation is pure reflex, and they may plan their shots to deal collateral damage to those behind their target.
You gain the following benefits as long as engaged in combat with firearms made in your home country.
+2 dice to all firearms made in your home country rolls.
You also gain the following effects: