The clown takes aim at a target with his peculiar gun. When he pulls the triger, a bullet doesn´t come out. Instead, what comes out is a flag with the word "bang" on it. The experience may scar the victims mind and leave them traumatised.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. This Effect cannot be used unless The target looks at the gun while it is firing. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
You pull the pin of this canister and toss it towards the target as it begins to release streams of a scentless gas accompanied by wisps of smoke that oscillate between tones of black and purple with specks of gold interspersed. The smoke dances and moves like sentient tendrils before climbing its target in search of exposed orifices.
Spend an Action and use up this gas grenade. Select a Living target within 30 feet. Roll 7 dice Difficulty 6, dice penalties do not apply. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
The user points their finger, and an array of dancing lights erupts forth. Shimmering in shades of green and purple, the aurora rushes towards the target with a lethal swiftness. The lights slice through their targets, leaving behind a slight burning sensation as they trail off into the distance, becoming dimmer and dimmer as they fade away.
On defence, the user traces their finger to guide the aurora so that it can deflect any incoming threats. Bullets are vaporized in the lights and blades are caught in the crowning rays. An elegant tool for defending yourself and your friends.
Andromeda's signature ability. She discovered it shortly after taking up residence in her observatory. The Northern Lights descended upon her observatory, unusual for the skies of Saskatchewan. Always obsessed with the stars, Andromeda ascended to the tippy top of her observatory and reached out her hand, as though begging the lights to take her to the sky. Instead, she took the lights. They crawled into her hand, nestling themselves within her very soul.
She has been absolutely obsessed with the lights after discovering the power that was gifted to her. She's spent many nights just shooting it into the distance, watching the aurora 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 from someone demanding her respect.
One night, months into Andromeda's employment as a contractor, the lights returned. Once again, she climbed her observatory, reached out, and once more it seeped into her. The lights are brighter now, stronger now, deadlier now. Gone are the days of destined death, now the child delivers it herself. Maybe this will be easier to stomach, at least she won't have to watch her enemies suffer anymore.
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.).
The user orders themselves and their allies to attack the weak spot of an enemy.
Spend an Action. Select a Animate target within 20 feet. You may select a target at any range if you use up knowledge of the target.
Your target is marked with Doctor's Orders. The mark can be easily removed if it is discovered.
You are aware of the marked target's direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
After putting in extra study within marine biology, Eric has taken on more of a "mad scientist" outlook on it. With some experimentation on only himself, because he wouldn't dare bring his pet Terry nor any animal to harm, he was able to develop an innate method of altering his biology with a more aquatic physique-- one that allows him to shapeshift and do many new things. He can grow gills to breathe underwater, sprout the shells of a crab across his body to protect himself, or all manner of possible things when it comes to the animals that live under the sea.
Of course, it not only takes some time to create the change, but it also wears off after about a month passes. However, at will, Eric is capable of simply "turning it off" and reverting the changes before the time passes.
Exert your Mind and spend 30 minutes to activate. You may only target yourself. 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:
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
Your alteration "heals" over the course of the next month, after which it is fully cured.
The user is able to channel the holy commandment of the King from ages past to be able to effectively order a given target to perform the required task or action.
When used a transient white glow emanates from the cross, for the duration while the command is being given out. The target hears whispers upon whispers in their head, of their own voice directing them to perform the action.
Spend at least one Action to activate. Select a Sapient, Living target within 20 feet. You must actively and obviously use Cross to activate this Effect. 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 Outcome in hours. 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-endangering or 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.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Through their faith, the priest is able to stretch bread or fish to extreme lengths, feeding a seemingly endless number of people from meager supplies.
Spend an Action. Select a Animate target within arm's reach. You must actively and obviously use bread or a fish to activate this Effect.
For the next 24 hours, your target does not require any food, water, or sleep. Any attempts to age your target fail. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. 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.
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 2. The target's 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 Doctor examines their patient and gives a standard medical checkup, asking them questions, nodding to themselves, and muttering arcane medical jargon. The examination reveals an extraordinary amount of detail about any medical issues suffered by the patient.
Spend one minute. Select a Sapient target or a Creature within arm's reach. You must actively converse with the individual in question for one minute in order to gather any information. At the end of your investigation, roll Perception + Medicine at Difficulty 6. The target may Resist.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
You cannot investigate the same target more than once per day.