The phoenix is a creature that ignites, explodes and is reborn from the ashes. Billy can give opponents that ability, minus the rebirth part.
This Effect activates whenever you inflict a Severity-2 or higher Injury with an attack while grappling them. It does not require an Action or Exertion. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless the area of the blast is the attack's target. The area within 10 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 + Brawl 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 10 feet of the chosen Location with Damage equal to your Outcome + 3. 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 have their hair and clothes catch fire.
When Guido instinctively creates a Time Distortion, the pulsing nucleus of the temporal rift is unstable, exploding moments after it is created.
This Effect activates whenever Approached Aggressively. 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. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Intellect + Science 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 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.
He loads in an empty bullet casing into his gun as he takes aim before pulling a trigger and detonates an explosion 40 feet away from him while whispering beneath his breath.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. You must use up Empty Bullet casing in order to activate this Effect. 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 Perception + 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.
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.
Jerm snaps his fingers as a beam of lightning shoots from them to a point of his choosing, a incendiary explosion erupts from the location where it lands.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. 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 Dexterity + Influence 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.
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.
An incredible amount of bad luck befalls the target as it is hit by some truly unlikely scenario, a satellite falling from the sky, hitting just in the right moment and the right spot, a lamp falling from the ceiling, a gas pipe exploding, you name it (GM's discretion).
Exert your Mind and spend an Action. Select a Location no further than 25 feet from you and in your line of sight. This Effect cannot be used unless Target was hit with "Unlucky Guy". The area within 10 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Thievery 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 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.
The spiritual energy from the kitsune ignite with a warm blue glow of the fire rising from the tips of her tails. Creating a charge the brighter the light becomes before releasing the energy of a burning orb of ancestral light to inflict harm onto sinful beings.
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. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Charisma + Occult 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.
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.