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 Soul Orb to activate this Effect. Roll Intellect + Occult 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.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
March 19, 2024, 10:58 p.m. - Revision Cost: 1. Added Enhancement: Painful, Added Drawback: Traumatic
Jacqueline strums an ungodly, ferocious earworm of a melody. You'll never forget this.
Spend an Action. Select a Living target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
This Gift's Cost is capped at 2 and cannot be increased further.
Shooting magic bullet with black hole like Powers
This Artifact can be used as a heavy sniper rifle. It is roughly the same size as a heavy sniper rifle and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage.
You also gain the following effects:
The user chooses a target, and creates a rip in the fabric of reality to inflict damage to the target.
Spend an Action. Select a Living target within 45 feet. Roll Intellect + Firearms 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 2. The target's material Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see user ripping apart reality itself to damage the target.
This Gift's Cost is capped at 2 and cannot be increased further.
Upon Activation, Haley's (Or whatever form he is taking) eyes and mouth will glow a bright neon green, followed by a power beam of neon green light emitting from Haley's mouth towards the target which can cause burning but can be defended against. This hurts Haley's throat and eyes :(
Take a Severity-1 Injury and spend an Action. Select a target within 300 feet. 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 6. Armor is fully effective against this Damage.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the following destruction to the target and Haley. And they may be disturbed by the potential outing of Haley's supernaturality.
The user points their finger, and a beautiful line of dancing lights, closely resembling the Northern Lights, pours out from it. The beam elegantly bends and shimmers as it flies through the air in a primarily straight line. If the beam connects with a target, the aurora circles around them, swiping past them as it deals damage slowly over a period time (As a result of Slow). If the beam should fail to connect with a target, the lights will rapidly dim before disappearing into nothingness (this disappearance also occurs once the damage over time brought about by Slow finishes). The beam's colouration is typically green or purple, though it can occasionally manifest itself in orange, red, blue, and any other colours that the actual Aurora Borealis can appear as.
Andromeda's signature ability. She discovered it shortly after taking up residence in her observatory. She has been absolutely obsessed with it after discovering that this was something she could do. She's spent many nights just shooting it into the distance, watching the lights flicker into the night sky before fading away. She personally chooses to believe that this gift means that she is destined to be a hero, akin to Percy Jackson and other similar protagonists from young adult novels.
Andromeda's acquisition of this gift increased her already rebellious tendencies. While she was never one for listening to authority, she now believes that her power places her in a position where other people don't have the right to boss her around. She's also anxious about having her powers stolen, taken advantage of, or otherwise used by others for their own personal gain. All of this (plus some past experiences) combines to make Andromeda a child who would rather do anything other than follow an order.
Spend an Action. Select a target within 50 feet. Roll Perception + Occult 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.
Possession of this Power grants the following Trauma at all times: Rebellious - You have trouble with trusting authority figures. (Whenever anyone in an authority position, such as police, local leaders, etc. tries to assert their authority to tell you to do something, roll Self Control to prevent doing the opposite of what they tell you to do.).
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
Perform the Five Point Technique via a series of quick pressure point hits on the target’s chest. As you do, channel your chi and speak a condition involving the number five. If the target cannot stop you from performing the technique, their heart will take a direct hit when they fulfill the chosen condition.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Brawl Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
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."
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
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. Armor is fully effective against this Damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
After consuming the tainted food or drink, the target transforms into a llama!
Use up this vial of extract of llama and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within arm's reach that uses the trap as food or drink will trigger it. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
All alterations you make must turn the target into a llama.
The Battle Scars you inflict manifest over the course of the next minute.
The survivalist spends a moment setting up a makeshift booby trap. The tripwires and pressure plates are so expertly hidden, they can only be noticed by those who have fallen victim to them before.
The victim is hit with a tiny curare dart. Pain wracks their body as a potent neurotoxin spreads through their veins.
Exert your Mind and spend 30 seconds to trap a region of any shape that contains your current location and fits entirely within 45 feet. This trap lasts one day or until triggered or disarmed. You must use up a dart in order to activate this Effect. Roll Intellect + Survival Difficulty 6.
The trap looks like a tripwire, a pressure plate, or a hidden switch. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. The target may contest by rolling Body, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.