Lumi, using his staff as his conduit for mana, lets his mana flow into the orb on the rod. These orb then glow white and blue or purple and black, upon which, a ball of either light or void magic will appear at the location. The light seems to burn and singe whatever is there, undead especially seem susceptible to it as the light itself has holy energy to it.
While the darkness seems to become a black hole, sucking in the target and collapsing in on itself then it collapses and severely injuring them.
"I, who stand in the full light of the heavens, command thee, who opens the gates of hell. Come forth, divine lightning! This ends now! Indignation!!"
Newbie - "Reflection/Apocalypse"
Tagline - Burn from the light of purity! / Be crushed under the weight of your sins...
Holding the staff, he jabs it at the enemy like a spear and a sky blue crystal appears at the edge, from which a arrow of light shoots forth and attack the enemy.
Swinging the staff like he is smacking someone with it, two purple and black magic circle appears at his target and tries to crush the enemy.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 300 feet. You must actively and obviously use Shining rod to activate this Effect. Roll Brawn + Alertness 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.
March 19, 2024, 10:58 p.m. - Revision Cost: 1. Added Enhancement: Painful, Added Drawback: Traumatic
His left eye has been entirely replaced with a set of three horizontally-aligned, glowing red cybernetic lenses.
You gain the following benefits as long as you have your robot eyes 3x.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.
You also gain the following effects:
Years of rigorous police training have sharpened your marksmanship to a lethal edge. In the heat of battle, you can expertly control your shots, deciding with cold precision whether to merely wound or incapacitate. Each bullet you fire isn’t just a weapon, but a tool to expose the true nature of your target—reflecting their intent and fate in the injuries you inflict. You understand the power of restraint and the impact of force, making every shot a deliberate choice in revealing the darker truths that lie beneath.
You gain the following benefits as long as engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
The gift manifests as an unworldly strength. Things that the wielder's body wouldn't usually be able to do are possible, they hit harder, and they are more resistant to taking damage.
You gain the following benefits at all times.
Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).
You also gain the following effects:
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.
- Place holder-
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma + Occult Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, your target will take 2 points of Mind Damage and gains two new Traumas of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
these Traumas may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
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."
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
As long as you maintain Concentration, you can take Actions and 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 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.
The Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. 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 + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.
The witch knows bad things happen to bad people. By bringing attention to a karmic imbalance, she can hurry it along, causing her target's bad luck to catch up with them. The target finds themselves suffering injuries due to freakishly bad luck until they cleanse themselves or perish.
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the target deserves it. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by bathing fully in clear running water.
This Effect is not obvious, and the only sign you are using an Effect is you staring at the target, speaking calmly. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Unimportant characters just can't seem to hit our hero with their attacks. Injuries that are sustained from underlings are conveniently non-severe.
You gain the following benefits as long as the attacker isn't important enough to have a name.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.