In a rapid motion, Joe leaves behind a peace symbol on an existing surface. When the trap triggers, the target briefly sees images related to pacifism (e.g., mass prayers for peace, peaceful protests, scenes from the Civil Rights movement) with an emotional potency and resonance equivalent to Joe's sheer will to replace violence with peace.
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 20 feet. This trap lasts one day or until triggered or disarmed. You must actively and obviously use an oversized broad-tipped marker or paint pen to activate this Effect. Roll Intellect + Influence at Difficulty 6.
The trap looks like a 1" (min) peace symbol. It can only be spotted as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Sapient or Animate target that enters the chosen region will trigger the trap. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
When the trap is triggered, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain Pacifism as a Trauma. 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.
Possession of this Power grants the following Trauma at all times: Pacifism: You are morally against causing Injury to anyone and anything, except in defense.
Shoots projectile to deflect // gun recoil/knockback moves john out of the way
You gain the following benefits as long as engaged in combat with rifles.
+2 dice to all rifles rolls.
You also gain the following effects:
Grab the target by the throat and choke slam them into the ground so hard it causes a explosion
This Effect activates whenever choke slam. It does not require an Action or Exertion. Select a Location no further than 40 feet from you and in your line of sight. “Your target should be intuitively based on the triggering event. 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 Brawn + Brawl 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.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
You have the reflexes and the agility of a cat. You’re the best and you deserve to go first every time. Just let those NPCs blend into the background. You’re just that good. And you’ve got the skillz to prove it.
You gain the following benefits at all times.
Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Delusions of Grandeur.
You also gain the following effects:
Not sick
You gain the following benefits at all times.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
Ari's senses are greatly amplified, even when compared to other Paras, so must cover his eyes with a mask, and take care to avoid too loud sounds.
You gain the following benefits at all times. You must actively and obviously be using black cat mask to gain the benefits of this Effect.
Your senses are enhanced in the following way.
Possession of this Power grants the following Trauma at all times: Overload: Your senses are easy to overload. When presented with a loud noise, flash of bright light or other great sensory stimulus, you must succeed on a Self-Control roll or shut down.
As long as the ninja is carrying a weapon, their self-defense is almost subconscious. Subtle twitches and lighting-fast feints and parries using sword and scabbard can buy the ninja precious seconds to enact an escape plan or make the kill.
You gain the following benefits at all times. You must actively and obviously be using a sword to gain the benefits of this Effect.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The Necromancer may exert their will on any undead creature, forcing it to act as they desire. The Necromancer's eyes turn completely black, and they speak a command to the creature in the language of the dead.
Exert your Mind and spend an Action. Select a Non-Alien, Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless the target is undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. 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.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
You never know whether or not the musician's death is merely part of the performance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
Any successful musician knows the value of a good roadie. The musician calls for a roadie, and one will promptly arrive. The roadie doesn't talk much, and they aren't too bright, but they can sure haul gear.
After a couple hours of work, the roadie will retire to smoke and get some sleep.
Exert your Mind and spend an Action.
Summon a single Sapient roadie at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most one minion active at a time.
You may only use this Effect once per day.