A punch to the very soul.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
renamon spawns several razor sharp leaves and launches them at high speed at the target.
Exert your Mind and spend an Action. Select a target within 300 feet. You must actively and obviously use rings to activate this Effect. Roll Dexterity + Melee 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.
He can Channel power of the stars and shoot from his hand
is only a Solar Arrow for now
Spend an Action to activate. Select a target within 300 feet. This Effect cannot be used unless Do not work under water and pass Through glass. You must actively and obviously use Glove to activate this Effect. Roll Dexterity + Firearms 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 1. Armor is fully effective against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's level is capped at 2 Gifts and cannot be increased further.
You channel your force of will into your speech, lock your eyes onto your target and utter a single, inaudible word. As you speak, a sound wave disturbs the air around you as the word travels through it.
Once the target hears the word, they writhe in pain as the concussive force of the sound is concentrated in several localized regions, causing severe bruising and lacerations.
Unfortunately, those that are within the vicinity of the soundwave are also subject to extreme mental stress from attempting to comprehend the strength of will behind the word.
This sound wave can also be used to disrupt projectiles as well as swings due to its concussive nature.
Protect yourself using your lies and deceit. You fumble your way through one situation after the other by the skin of your teeth.
Exert your Mind and spend an Action. Select a target within 50 feet. Roll Charisma + Influence Difficulty 6. The target may contest by rolling Body, 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the word causes a severe amount of distress and mental anguish on those that hear it (Anguish).
Spinning Kicks Slash Uppercut deals a powerful high kick, a sweep and a Slash Uppercut, the kicks may launch the opponent.
Exert your Mind and spend an Action. Select a target within arm's reach. Roll Brawn + 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. Armor is reduced to 1/2, rounded down against this damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
If the target receives an Injury, they are knocked back 5 * Severity feet.
When Guppy stabs or sews into someone with this needle, the victim's body will begin to be replaced by plush and their innards replaced with stuffing. Effectively, this Injure power turns people into dolls. If someone is fully turned into a doll, they are dead.
Guppy was standing all alone in an alleyway. No, not alone. There was a man in front of him with a grim smile on his face. Guppy didn't know the man, but he was reaching his hand out to the child. In fear, Guppy took the small needle in his pocket and stabbed the man's hand. The man cried out as the arm began to shrink down, flesh turning to polyester, muscles and blood to stuffing. The man tries to run, but Guppy is the new holder of that grim smile. He stabs the man's leg, turning that into plush as well. The man falls over onto the concrete, screaming and begging for help and for the child to stop. Guppy happily obliged to stop the pain by pricking the needle into the man's neck. It only took a few more seconds before Guppy was out of the alleyway with a tiny little dinosaur doll in tow.
Spend an Action to activate. Select a Living target within arm's reach. You must actively and obviously use a sewing needle to activate this Effect. Roll Dexterity + Legerdemain 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. Armor is fully effective against this damage.
Injuries caused by this Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.
If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.
This Gift's Cost is capped at 2 and cannot be increased further.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
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 survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 300 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2. The target's Armor is completely ignored.
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.
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 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.
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.
After consuming the tainted food or drink, the target transforms into a llama!
Use up this vial of extract of llama and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 11 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars 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.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
All alterations you make must turn the target into a llama.
The Battle Scars you inflict manifest over the course of the next minute.