I pose like Nettspend, the poor soul damned by me is subject to witness every inside joke from every concievable mirror world for 1 singular nanosecond. That is enough to ruin a man.
Spend an Action. Select a Animate target within 200 feet. This Effect cannot be used unless the target is a Animate being, target must be in range, and user must be posing like nettspend. Roll Dexterity + Alertness 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 is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Survival at Difficulty 9, and can be cured by killing the wielder of this gift. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.
You may cure any target you’ve afflicted at any range as a Quick Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see glimpses of brainrot fleeting from the target’s mind for a fraction of a nanosecond.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Power grants the following Battle Scar: Ouch.
Possession of this Power grants the following Trauma at all times: Inconceivable and Horrible.
Slime drips onto the floor as it approaches the target
Gift granted in Ionising Anuran
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. This Effect cannot be used unless Esmerelda is active. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Slime drips onto the floor as it approaches the target and causes the target to scream for a second before regaining composure. Their eyes glow a dark pink.
Cassie's anger and intense emotions make the area actively hostile or unpleasant.
Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within 50 feet. This Effect cannot be used unless you do not choose what alterations are made. Instead, they are dependant on emotions felt. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you you make the area dangerous for yourself to Traverse, and warp your own body causing a Severity-2 Injury.
Select one of the following alterations to create out of the surrounding area originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
Anyone who tries to climb or move across your alterations takes 1 Damage each time they do so. Such alterations are obviously dangerous.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the alterations often resembling parts of human or supernatural anatomy.
Preston raises his arms, wiggles his fingers, and little sparkles fly out and woosh around the object in question. It shudders to life and follows his commands, including to do things it was not designed to do.
Exert your Mind (unless targeting a weapon or explosive) and an Action. Select a Inanimate target within arm's reach which could fit inside an SUV (4,000 liters). You must actively and obviously use a pointed hat with stars and moons to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. You can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
After spending decades shrouded in cursed magic, the curse has been amplified by the harbingers gift and has infused into Gigglegrins very flesh. Allowing him to slough off his skin in a plume of inconspicuous black magic, and get his own personal kill count recap! Unfortunately those security guards watching the CCTV recordings may not share his enthusiasm about that...
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless you are not currently visible to any sapient beings. You must actively and obviously use a shroud to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. You may hop to the other side of walls or escape grapples but can travel no farther than 3 feet when doing so.
Possession of this Power grants the following Battle Scar: sensitive skin: You are at a -1 dice penalty while inndirect sunlight.
Possession of this Power grants the following Trauma at all times: "Its Me.": You desire more than anything, to be known, remembered, feared. (You must make a Self Control Roll to avoid revealing, identifying, or otherwise making your presence known.).
Issac tosses a baseball up into the air before smacking it with with his bat, sending it flying towards his target, with the damage delt popping up before vanishing. If the attack does no damage or the roll is botched, the attack still hits visually but instead of damage, "missed" pops up.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 45 feet. Roll Brawn + 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.
If the target receives an Injury, they are knocked back 5 * Severity feet.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. All Sapient, Living targets within 50 feet who can perceive you through sight are affected. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, the targets will keep their full attention focused on you for contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through sight for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
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.
As a free creature, The Fairy cannot withstand being caged or imprisioned in any way. Luckily, they possess a glamour that allows them to unlock any lock binding them with a wink of their eye. The lock falls open with a sparkle of light and a sound like a ringing bell.
Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. This Effect cannot be used unless the targeted lock or door is being used to restrain or imprison you.
You may lock, unlock, and/or open your target.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. 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.
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.