The clown simply stands there, dreary and depressing. The final boss then proceeds to curl up in a ball and decide to rethink his life choices.
This Effect activates whenever an entity enters your aura of depression and sees you. It does not require an Action or Exertion. Select a Living or Animate target within 45 feet. “Your target should be intuitively based on the triggering event. Roll Charisma + Performance 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 depression. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same 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.
When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
Possession of this Power grants the following Battle Scar: That Guy - You've just got a punchable face. (You receive +1 Difficulty on all Social Rolls where being a depressing bitch would matter).
If any affected target takes or deals Damage, this Effect ends.
- July 24, 2024, 5:35 a.m. - Revision Cost: 1. Added Drawback: Snap Out of It, Removed Drawback: Focus
The final boss lets out an enraged scream that seems to reverberate with hundreds of voices alongside his own, turning the very environment around him ashen and intensely hot.
Exert your Mind and spend an Action.
You create a hemispherical dome of ashy air and molten, rocky ground originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your eyes turn red as you channel the enraged screams of all those you've wronged.
You may only use this Effect once per day.
Many people think a doctor cares about his health with a good diet. I care about my health, I really do. It's just, that sometimes it's hard to care about my health. It was worth the scar on my stomach, and the stab wound on my head.
Raw energy is pumped into my veins, glucose straight to the brain. This is some kind of ultimate power, only achieved by me, a power I will never share. For it is mine, and mine alone.
You gain the following benefits at all times.
You no longer require any food, water, or sleep in order to survive.
You can shoot the lock on a door with a gun, causing it to break and fall cleanly out the other side, without any shrapnel flying about. The door may now be opened, and cannot be re-locked unless a new lock is installed.
Spend an Action to activate. Select a Doors within 20 feet. Cannot be used on Alien technology.
You may lock, unlock, and/or open your target.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Through pure muscular effort, her steel limbs propel her far and the hardness of her body simply allows her to land with no damage sustained.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
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 activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
Cassiopeia tears or destroys the symbol of Horkos drawn upon it, summoning the authority of the God of Oaths to watch over the participants. The target must place their finger on any symbol of Horkos to accept Horkos' presidence over the consequences of their actions.
On promises:
Cassiopeia has been tricked many times in this life, and while her own stupidity could be brought into the argument, at the end of the day she was not the one to break her promises or take more than what she bargained for. If only the world respected vows as much as she did. Hoping never worked, though, has it? How unfortunate. How pitiful. She'll change this soon enough. She hates liars.
On Horkos:
A lesser Greek god, but dangerous nonetheless. Cassiopeia doesn't understand why people find the need to regulate themselves under the notion that some greater being is watching them, but if that's what it takes for people to play fair, then so be it. She'll gladly play into the enforcement of all the words so carelessly strewn into the wind. Be careful what you wish for.
On the symbol:
Making all these magical symbols to represent different gods and powers have finally come in handy!
You must use up any item with the symbol of Horkos (designed by Cassiopeia) in order to activate this Effect.
You may make an oath with a 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 place a finger upon a symbol of Horkos (designed by Cassiopeia) 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.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to place a finger upon a symbol of Horkos (designed by Cassiopeia).
Possession of this Power grants the following Trauma at all times: Iron Grip: Vows are everything to you. Whenever you find out someone has broken a promise to you, roll Self-Control to avoid lashing out at them or taking out your anger on nearby objects.
The psychic can glean various important details about a person simply by engaging in a short conversation with them.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Influence 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 spoken aloud in conversation and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
Driving rugged vehicles in a combat situation is second nature to the Soldier. They measure their shots and navigate obstacles with a subtle timing that doesn't affect the steadiness of their own or their passengers' weapons. Firing a few shots through the windshield or window while performing dangerous driving maneuvers is also no problem.
You gain the following benefits as long as Must be driving a rugged vehicle such as an SUV truck or armored car. and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
The Necromancer temporarily assumes the form of their own corpse, complete with maggots, spilled entrails, and exposed bone. They cannot move while transformed, but their empty eye sockets see as well as ever.
Exert your Mind and Spend an Action.
You transform into your own corpse for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings as normal. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
You may end this Effect prematurely as a Free Action.
The influencer is 100% tuned-in to any sort of chatter about themselves. Any time someone nearby so much as whispers about them, they know who they were and what they said.
This Effect activates whenever someone talks about you. It does not require an Action or Exertion. Select a target Location within 75 feet.
You may perceive things through hearing as if you were standing at that Location for the next 30 minutes. You must maintain Concentration to keep up the effect. You cannot perceive anything at your physical location while the effect is active.
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.