When drawn from the pocket its a small squared device, pressing a button on top makes it unfold and reveal a screen and the ray casting part on the other side making it like a triagle
Expend a point of Battery and spend a minute. Select a target Object within arm's reach. You must use up 1 in order to activate this Effect. At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
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.
O personagem faz uso de elementos gestuais para utilizar este poder.
Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a firepit's fire at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
"The carcasses of birds and bugs piled up near the apple. The apple pondered about its existence in the midst of the corpses rotting around it. One day, a branch grew from it. The leaves and branches were already withered and dry, but it continued to grow."
ALL MOVEMENT WITHIN THE VINES ARE INHIBITED TO 15 FT PER TURN, THIS EFFECT CAN BE NULLIFIED WITH SPEED BUFFING EGO.
Exert your Mind and spend an Action. This Effect cannot be used unless both Green Stem EGO are equipped.
You create a hemispherical dome of Green Vines originating at your Location, with a radius of 60 feet. and lasting for 2 hours. While active, you are always fully affected by your zone as if you were standing in it. The area inside your zone is affected in the following ways:
You may end this Effect prematurely as a Free Action.
The Entomancer opens up a cup full of tiny insects and releases them into the surrounding area. A minute later, they march back to inform their queen of their findings.
Activation Roll: Intellect + Entomancy
Exert your Mind and spend a minute. Investigate an area with a radius of up to 500 feet You must use up a cup of bugs in order to activate this Effect. At the end of your investigation, roll Intellect + Alertness at Difficulty 6.
You learn the following information about the area:
Possession of this Power grants the following Trauma at all times: Human Stain - Your dreams are filled with humans and their evergrowing hubris. (Nightmares).
You cannot investigate the same area more than once per day.
Spinning the dial and selecting a flavor allows you to choose someone to speak too. Alive or dead, the call allows you to speak to beings as if they were still alive. Showing their figure and likeness on the clocks face.
When in car, you can access the console inside to speak to them, like taking a phone call.
Any beings that have kissed the watch, bled on the watch, or have been inside the car are able to be contacted from the dead.
Anything granted speech by the watch has their eyes change to purple dragon like eyes. for the duration
Exert your Mind and spend one minute. Select a Sapient being, human, Creature, or Dead target within 50 feet. For dead targets, you must possess their Blood.
The target can communicate in your language for the next hour.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The psychic can reach into another's' mind and pilfer their deepest memories. Doing so causes the psychic's nose to bleed and is exceptionally draining.
Exert your Mind and spend an Action. Select a Living, Animate target within 25 feet. You must maintain Concentration while the effect is active. Roll Intellect + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
This Effect is not obvious, and the only sign you are using an Effect is your nose bleeding. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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 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 spy can twist the urban environment to their whims, erecting fences, walls, and barriers as needed. They whistle and gesture to where the wall should be, and the surrounding materials fly into place.
Exert your Mind and spend an Action. Select a Location within 50 feet. You must be in an area abundant with man-made structures and materials.
Select one of the following alterations to create out of standard building materials 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 one minute 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 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.