Execute places his hand on the target, which starts to turn black as he weaves more of his own mass into it. If he comes to understand its molecular composition well enough, he also turns it into more of the nanomachine mass he is composed of
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 large luggage bag (75 liters). You cannot target objects which are currently in someone else’s possession. Roll Perception + Crafts Difficulty 6.
If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. 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.
Kitty's volatile nature prevents zem from being harmed by Effects. Zey are hardy, and even the most powerful magics usually bounce right off.
You gain the following benefits at all times.
You get +8 dice to any Body resistance rolls you make. You also gain the following effects:
Possession of this Power grants the following Battle Scar: Missing Fingers: Triggered the onset of the power, after magical daggers were used to remove fingers as tokens..
As Grognar carves into wood, stone, or the ground with his knife, the air grows heavy with focus. His eyes sharpen, tracing unseen details, while faint echoes of the past seem to whisper through the wind, guiding him to hidden truths.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use Knife to activate this Effect. At the end of your investigation, roll Brawn + Melee at Difficulty 6.
You learn the following information about the area:
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You cannot investigate the same area more than once per day.
Calamity follows the bakeneko wherever they go. Summoning balls of spectral fire, burning homes to the ground with a meagre brush of the tail, all classical abilities of this Yōkai. Imbuement's set Goro on a monstrous path, the only foreseeable end being a transformation into something completely otherworldly.
Exert your Mind (only for extinguishing a fire, no cost for starting one) 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 fire in a residential fireplace at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 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 shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
Ethan's skin hardens taking on a stone, metallic, or wooden appearance, depending on the type of impact.
Ethan has persuaded spirits of earth, metal, and wood to protect him. Unfortunately the spirits of fire were unmoved, and can still overpower the others.
You gain the following benefits at all times.
You have 3, which reduces incoming damage from all sources of physical attack except fire. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
This martial arts style allows the user to rely heavily on counter attacks and move fast like water. They can access a list of abilities like:
Certainly, here's the revised breakdown focusing solely on Franklin's abilities:
Water Stream Rock Smashing Fist: A martial art focusing on countering attacks and delivering surprising offensive assaults, capable of repelling, nullifying, or redirecting attacks with increased power.
Whirlwind Iron Cutting Fist: Generates razor-sharp whirlwinds to chop opponents into pieces and push them back, incorporating cutting pressure into kicks.
Whirlwind Water Stream Roaring Aura Sky Ripping Fist: Advanced technique creating blasts of airstreams to break formidable opponents' defenses.
Cross Dragon Fang Slayer Fist: Combines martial arts to surpass individual techniques' power, requiring two masters to perform.
Exploding Heart Release Fist: Enhances strikes by synchronizing explosive heartbeats, generating powerful shockwaves capable of injuring deflectors.
Military Martial Arts: Evolves freely during combat, granting adaptability and versatility in fighting tactics.
Tackle & Blow: Techniques for charging, unbalancing, and striking with tremendous force.
Abandonment: Removes restrictions and survival instincts, heightening mobility, agility, and fighting prowess.
Adaptability & Mimicry: Enables becoming stronger and improving combat skills by adapting and mimicking observed techniques.
Adrenaline Regeneration: Rapid healing adrenaline boost to numb injuries and all pain for 1-3 minutes.
Platinum Rings: Defensive technique rotating arms to deflect attacks.
Great Fa Jin & Extreme Fa Jin: Strikes targeting opponents' internal organs, generating devastating shockwaves.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Gauntlet to gain the benefits of this Effect.
+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.
You also gain the following effects:
The magician places a mirror to reflect a subject and conjures an illusion that perfectly replicates it!
If the illusion is touched, it shatters into a thousand tiny shards of glass.
Exert your Mind and spend two Actions performing the following ritual: place a mirror such that it reflects the subject of your illusion. Select a target within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
a reflection of something else in the area, which can be no larger than a person is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The ninja is a master of a wide variety of martial weapons. They kill quickly and quietly.
You gain the following benefits as long as you are engaged in combat with melee ninja weapons.
+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.
You also gain the following effects:
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The mystic channels and communes directly with another person's spirit, allowing the two of them to freely exchange both physical and mental wounds between each other.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.