Marks body is becoming more and more conditioned for excruciatingly hard impacts and sudden bursts of muscle tension.
His aim is nearly flawless, but it's very difficult for him to adjust his trajectory significantly without a lot of effort. He can't turn on a dime, reverse, or stop unless he has something to hold onto or kick off of, but he is very good at landing-
Despite the crater he leaves at impact of great height.
Exert your Mind and spend an Action to activate. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
With a snap of his fingers, an orb of strange colours comes into existence, vast yet empty, a distortion made from the space alteration between Aurel and his target and the enormous increase of space that forms from this pocketed existence... Previous uses without the correct movements broke something. Perhaps an arm, or something closer. Due to his previous abandonment, he can no longer bear to trust another with his life no longer.
Spend an Action. Select a target within 300 feet. 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 2.
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 Battle Scar: Shoulder Subluxation.
Possession of this Power grants the following Trauma at all times: Paranoia.
As Clyde stretches and whatnot, he jumps in place, before launching forward or upwards towards the spot he wants. He also uses this to get down cliffs the fast way whenever he doesn't want to walk.
Exert your Mind and spend two Actions performing the following ritual: Stretching for at least one round, followed by practice jumps, slightly higher every time. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
A piece of gum is given, stuck onto, or pressed to the target. The gum starts to shrivel into the targets skin and black and pink tendrils then starts to delve into the targets flesh discretely and starts to line their internal system.
The process is not painful and allows for Valentine to know how their team is feeling and understand if they are injured and be able to assist them with ease if something were to happen to them.
Taking it out is like removing several horsehair worms.
Spend one minute and use up this A pack of big league chew (1 pieces). Select a target within arm's reach.
Your target is marked with A black and pink dot ontop of their skin. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect.
You receive +2 dice to any rolls made against a marked target.
Dr, Rockman, points and waves his stick at a target and they are covered in white divine fire. The fire burns through objects and monsters of evil but leaves innocents unharmed as the fire is cool to them. The fire is fueled by the sins of the target as it burns them and their crimes away.
Evil; Your target is a Sapient and missing the Murder or Atrocities limits, or a monster that kills humans
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). This Effect cannot be used unless the target is Evil and in angelic form.
You may start or extinguish a fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 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.
Cletus passes out a small balloon full of a clear liquid, that would pop against the target’s face, assaulting their senses, and filling their mind with drowsiness, until they eventually fall to the ground.
Use up this A balloon full of Diethyl Ether and spend an Action to activate. Make a Water balloon attack at a Living or Animate target within normal attack range. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Water balloon attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.
If you succeed, your target becomes drowsy for the next 30 minutes, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall asleep for Outcome x 3 rounds.
Affected targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation.
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.
The user places this slip of paper from the mystic against their head, speaks the inscribed phrase, and envisions a time they wished they were alone. the paper bursts into a shockwave that pushes a nearby being away. The repulsion field can be maintained for several seconds by meditating on the nature of solitude.
Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.
Targets are pushed back until they are 100 feet away.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.
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 Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
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.