The damage of the protective spell reaches a peak, with all targets intending to harm Cassie suffering a gruesome fate.
This Effect activates whenever you are touched via means of an attack. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. The area within 10 feet of you immediately and obviously becomes imminently dangerous. Roll Dexterity + Athletics at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 10 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
Anyone hit by the blast may roll Body at Difficulty 7 as a Free Action, and reduce their Damage taken by the Outcome.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the flesh of all affected targets invert.
Exert your Mind and spend an Action. Select a Location within 40 feet. You must actively and obviously use Mazo de juez to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Influence at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
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.
You hear the distinct click of a shotgun shell being chambered. They're taking aim-- GET DOWN!
Expend a point of Battery and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brawn + Melee at Difficulty 6. Targets remaining inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this Damage.
Any object destroyed or individual killed in your blast turns to dust. Any parts of structures within your blast radius are destroyed and cannot bear a load or block movement. Your blast leaves a 15 foot deep crater in the ground and deals +1 Damage.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
Your eyes narrow, and you hear blood rushing in your ears. Bile and excitement rise up in your chest as you desperately plead with the most high power, to just this once... Destroy everything and everyone and leave no traces.
The targeted area begins to buzz with static - and if you were there - you could swear you could hear a pleading hymn through the interference.
It explodes. It burns. It is gone.
Dare any of you, having a matter against his neighbor, go to law before the unrighteous, and not before the saints?
Exert your Mind and spend an Action to activate. Select a Location no further than 40 feet from you and in your line of sight. Make a Trauma roll when you activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Occult at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this damage.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
Possession of this Power grants the following Trauma at all times: You feel hypnotized by fire and destruction. You must roll self control to come back to yourself.
A grenade launcher is built into Orloc’s arm, and it is electronically linked to control the detonation timings of the grenades it fires. The launcher will rise out of the arm at Orloc’s will, segments of cybernetic flesh parting ways to reveal the sleek launcher, before it fires with a small hiss.
The grenade will then sit silent at the spot it is fired until it explodes in a deadly roar at Orloc’s mental command to his inbuilt launcher.
Orloc received a private offer to test H. I. M.’s “construction demolition tool”. He took them up on it, but he knows it’s no construction tool—it’s a weapon of war, that they’ve decided to test in secret with his body, the expendable body of a marked for death former assassin. After all, H. I. M. is likely betting on harvesting some good data out of how he uses this deadly tool before Helix inevitably takes him apart.
Exert your Mind and spend an Action. Select a Location within 40 feet. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. On the following Rounds, you may choose to detonate the Blast as a Free Action on your initiative. When you do so-- or when one minute elapses-- roll Dexterity + Firearms at Difficulty 6.
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
gojo crosses his fingers before he throws his reversal red orb inside his opponents and releasing his energy to blow them up
Exert your Mind and spend an Action. Select a Location within 40 feet. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 2.
The musician assumes a powerful stance and strums a mighty power chord on their guitar. A blast of sound waves radiate outwards, destroying all who dare face the power chord directly.
Exert your Mind and spend an Action. You must actively and obviously use your instrument to activate this Effect. The area within 25 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Performance at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of you with Damage equal to your Outcome + 4. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
You may only use this Effect once per day.