Bu fang takes out his knife, as his knife glows a shade of gold, an illusion of him appearing behind is target, and anyone nearby. This illusion, about 4 meter seems to tower over them, before grabbing something from them, something intangible, like some kind of thread and cooks it, while hovering over them for the entire duration.
If possible, Charisma+Cooking
Exert your Mind and spend an Action to activate. Select a Location within 300 feet. You must actively and obviously use Knife to activate this Effect. Roll Charisma + Crafts at Difficulty 7.
If you succeed, all Animate targets within 20 feet of the chosen Location 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.
The fighter grapples their opponent, and with a knee to the chest, sends them flying.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Roll Brawn + Brawl 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.
Nikki hovers his palm over the Iceman's pickups and an excruciating shriek pierces your ears
This Effect activates whenever using Power Chord. It does not require an Action or Exertion. Select a Animate target within 20 feet. Roll Dexterity + Performance at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 1 Round. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
An ethereal clock face appears in the users left hand palm, with the hands wildly moving around with no sign of stopping. Upon pointing the clock face at an adversary, the clock hands stop and the face flashes, upon which the target is surrounded by a faint yellow glow and begins to move slower than average.
Exert your Mind and spend an Action. Select a Animate target within 20 feet. Roll Dexterity + Alertness 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 Exert your Mind and spend a Reaction to contest an Action someone is taking. Roll Dexterity + Alertness at Difficulty 7. Subtract your Outcome from theirs, and they use the Contested Outcome to determine if their Action succeeds.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
User will dance in a way to distract the target in a seductive manner no matter who the target/targets is.
Exert your Mind and spend an Action to activate. Select a Animate target within 20 feet. Roll Charisma + Influence 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 pick up your opponent and smash them upon the ground using the side of your body, dangerously close to the floor and opponent yourself.
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 ouchie to your head!!. Roll Brawn + Alertness 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 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.
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.