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 1000 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 6.
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 opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
Finesse: When Attacking a single being, you may limit the Severity of any Injury you inflict or determine a maximum Wound Level, including Incapacitated. You may also choose to make this Injury properly or improperly stabilized, or to keep it unstabilized.
Hemomancy focused through a glare, stopping the blood cold in the veins of his targets forcing multiple full body internal ruptures. Not quite perfect yet, but Lucas's glowing yellow gaze causes any who fall under it's hearts to hitch for just a second now even without that. Soon, he will bring an end to the rain of the kine and declare true Cainite supremacy!
Exert your Mind and spend an Action. Select a Living target within 300 feet. This Effect cannot be used unless Can only be used if Lucas has fed on blood in the last 8 hours.. Roll Perception + Alertness 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 Armor is completely ignored.
You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
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 Blood vessels explode from underneath the targets skin and they experience horrifying levels of agony as they choke on their blood.
Possession of this Power grants the following Trauma at all times: The Rotshreck: The vampiric fear of fire. When presented with a new source of flame you were not already aware or forewarned of in a scene you must roll self control to not enter fight or flight mode. After a round you may exert your mind to face your fear..
After Edward finishes the casting ritual, the spirit once connected to the body appears (unless it is already present as a ghost). Edward can then begin talking to the spirit, although it doesn't sound like any legible language to anyone who decides to listen in.
Exert your Mind and spend an Action. Select a Dead target within 50 feet. For dead targets, you must possess their their name.
The target can communicate in your language for the next hour.
Grasp the target by the throat, sending them flying.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The effect fails, you’ve made a mistake. The target can take an action now.. Roll Brawn + Alertness at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 3 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Brawn + Alertness at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
The user who uses this smiles with big gold teeth and then spaces out. In his mind he is reading your memories, what your passwords are, who you love most, where you live, how big your house is, how susceptible you are to cons and if you have been conned before.
Exert your Mind and spend 2 Actions. Select a Living, Animate target within 300 feet You must maintain Concentration while the effect is active. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is unaware their memories are being probed. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
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 Four-Dimensional Scanner is able to reveal information not visible to the naked eye. You load a film roll into the bottom of the wand, stand in the center of the area you want to scan, then hold up the wand and release it. As the device is activated, the four arms open and begin to spin, and the scanner begins to float into the air. Holographic beams shoot out of the end of each arm and scan the entire area, piercing through structure and creature alike. Once the information has been gathered, the gyration will slowly cease as the wand floats back into the hand of the user. Upon contact, all of the revealed information is instantly downloaded directly to the user's brain. The spent roll of film will now show a large, inhuman eye that takes up the entire space open and then close.
Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 500 feet You must use up Film Roll in order to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
The mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
The Vampire is able to turn one of their victims into a lesser vampire, a pale shadow of a full creature of the night but useful nonetheless. Having drained and killed their target, the Vampire performs a brief ritualistic bloodletting, wherein they spill their own blood into the target's mouth, forcing them to drink, and bonding them together as child and sire.
Shortly afterwards, the fledgling vampire will rise from death, hungry for blood and eager to serve.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach that has died within the last hour. This Effect cannot be used unless you drained the target's blood while they were still alive.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. The raised creature must consume flesh every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The influencer knows just how to-- well-- influence people. By following a suggestion with a wink, smile, or a look of astonishment, their target is sure to be swayed. Is it any wonder they have a following of such incredible fans? Hit like, smash subscribe, and for the love of all that is holy, don't forget to retweet.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
The Witch summons a crow, whispers a message to it, and sends it off to deliver her words. Half an hour later, the crow arrives at the recipient and repeats her message aloud in its croaking, animal voice.
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.
You may send a single message to your target. It can be as complex or as large as you like. It takes at least 30 minutes before it is received.
The message may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The detective pulls out their magnifying glass and investigates the area, learning details about any nearby structures and picking up details on what sorts of beings have passed through and when.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must actively and obviously use a magnifying glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.