The damage of the protective spell reaches a peak, with all targets intending to harm Cassie suffering a gruesome fate.
This Effect activates whenever a target recieves a Severity - 4 or higher Injury from your Inversion Touch. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. This Effect cannot be used unless anyone besides the triggering creature (except you if you botch the activation roll) takes half damage from this effect. 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 who witnesses you during this Effect's activation will almost certainly be disturbed to see the flesh of all affected targets invert.
Phillip made an energy drink that can be use to get people do listen to him.
Use up this Energy Drink and spend 1 minute to activate. Select a Sapient or Animate target within arm's reach. Roll Charisma + Performance at Difficulty 6.
If you succeed, a specific period of time (up to 1 minute long) from your target’s memory is replaced with new memories of your choosing. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The the target is confronted with compelling evidence that contradicts their memories, they may roll Mind at Difficulty 7. If their Outcome exceeds your Outcome on the initial roll, they realize that their memory for that period was manipulated, but they will not regain their old memories. If they fail, they may still distrust their memory, but they will not suspect manipulation.
He extends his hand fist pointed out and says the somatic component Fwoosh!
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 must actively and obviously use Red Jewelled Ring on his right hand to activate this Effect.
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.
Hope pulls the Flame from their chest and brings it close to the injured, giving its warmth and light to them.
Exert your Mind and spend 15 minutes. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Occult at Difficulty 6.
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.
A beam of white light surrounds the bullet in transit, striking with supernatural speed and force.
Exert your Mind and spend an Action. Select a target within 300 feet. This Effect cannot be used unless the target is a magical being. You must use up a bullet in order to activate this Effect. 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 4. Armor is fully effective against this Damage.
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.
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.
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.
By applying the mystical ink used by the artifact, Logan is able to imbue the abilities of whatever is tattooed onto his client. Unlike the process of a regular tattoo, this takes far less time and is rather painless for the entire duration, and once inked onto the skin the tattoo appears to be living and breathing.
Expend a point of Battery and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The beastmaster puts their nose to the ground and sniffs about the area. Their feral nostrils tell them what sorts of creatures live in the area, and who lays claim to each region.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
By slowing the hands of one of their watches, the time-traveler may interrupt and slow a target's movement through time. The target appears to be moving in slow motion for the duration.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. You must actively and obviously use a watch or clock to activate this Effect. Roll Intellect + Science at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 2 Rounds. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
The Psychic can speak directly into someone's mind, engaging in an entirely telepathic conversation. While they do, they take on a blank, vacant stare in the direction of their target, and appear to be muttering gibberish to themselves under their breath.
Exert your Mind and 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. This Effect cannot be used unless you can see your target.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
While addressing a crowd, the influencer may use coded language to send secret messages to a particular person in the crowd. These messages can't be noticed or understood by anyone but the intended target.
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. This Effect cannot be used unless you are speaking to multiple people and the target is listening.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Effect is not obvious, and the only sign you are using an Effect is your left hand making a fist. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
No terrestrial animal dares defy the will of the beastmaster. The beastmaster exerts their dominance over an animal by locking eyes and giving a primal cry. The creature immediately becomes docile and eager to please.
Exert your Mind and spend an Action. Select a Non-Alien Creature within 20 feet. This Effect cannot be used unless the target is a terrestrial animal.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.