His movements are wild yet precise, striking with a primal instinct that turns the battlefield into a chaotic mess of shredded flesh, splintered bone, and bloodied earth. The sight of Norman lost in battle is nightmarish—a whirlwind of claws, teeth, and fury, tearing through his foes with unstoppable aggression, leaving nothing but carnage in his wake.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
The flesh starts to painfully flay from Penny’s arm, forming globs of fat and pools of blood and suspending them in the air, forming a mangled shape in the air that is webbed together by strings of muscle. Relative to this, your other powers seem sterile and gothic, but this, this visceral Lovecraftian nightmare, is truly a symptom of your ever declining sanity.
Exert your Mind and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for the next hour. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Thine soul absolved to be one with the flames and aligned with the vision. They know not their reason for life; for all contemplations prior have been seen to lead them astray. This is land is ours, and the souls are unstable here. Crimson ichor and fiery vegetation sprout and form as if they were bright rivers of blood and gore upon the Ashen One. The crevices of their armor fill with smoke and leak of inflamed blood before shattering to fiery embers once complete.
Virtual reality glitches out as the binds that keep the Tarnished within their realmS are slowly being broken... Soon, they will escape.
Exert your Mind and spend an Action. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than a duffel bag (35 liters). You must actively and obviously use Shield to activate this Effect. You cannot target objects which are currently in someone else’s possession. Roll Brawn + Melee Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see crimson ichor and fiery vegetation sprout and form as if they were bright rivers of blood and gore upon the Ashen One. The crevices of their armor fill with smoke and leak of inflamed blood before shattering to fiery embers once complete.
Crystal seems hyper-focused on her surroundings at all times, almost as though she's memorizing every thing she comes across.
You gain the following benefits at all times.
Your Intellect rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Nightmares.
You also gain the following effects:
Bo Perkins' years of stubbornness (some would say idiocy or meanness) have paid off as his psychic powers have begun to manifest, and it is remarkably difficulty to influence his mind, even supernaturally.
You gain the following benefits at all times.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
Freddy is able to unknowingly manifest phone calls from another dimension. The phone starts ringing and the screen glows an almost blinding hue of green and Accepting those will teleport him and another person of his choosing into a Pocket dimension so that he can quickly take the call without being disturbed.
Freddy’s anxiety started to spike when he started his job at the MI6. Everything was so new , so new and scary. Everybody wanted him to do something at all times but every time when he felt that it was being too much for him he got a phone call , letting him leave the situation gracefully. The connection with the harbringers seems to have amplified this “ability” of his making it so that these calls he gets when shit hits the fan transport him temporarily into another dimension until the phone call is done.
He should’ve just been a musician like his uncle Randy.
Exert your Mind and spend an Action. You must actively and obviously use Cellphone to activate this Effect.
You phase out of reality for up to 4 Rounds. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave A ghostly version of Freddy and Who ever he decided to take with him at your location.
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.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The doctor heals severe injuries in minutes using only standard medical supplies. Lacerations seal under the needle and thread, and reset bones can be used shortly after.
However, for the treatment to last, the patient must adhere to any aftercare regimen the doctor requires. Those who violate the doctor's orders suffer their injuries anew.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must actively and obviously use basic medical supplies to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition.
The magician reaches into their hat and focuses. Inside, light wells and flows like a viscous liquid. Then, they withdraws the item of their choosing.
Exert your Mind and spend 1 minute. You must actively and obviously use a top hat to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Perception + Occult to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.